Professional Documents
Culture Documents
Classic Play - The Book of Immortals
Classic Play - The Book of Immortals
Shannon Kalvar
Contents Credits
Introduction 2 Editor
Richard Ford
Mongoose Publishing
Mongoose Publishing, Upper Floor, 52-54 Cricklade Road, Swindon, SN2 8AF, United Kingdom
info@mongoosepublishing.com
Visit the Mongoose Publishing website at www.mongoosepublishing.com for additional rules and news
1
INTRODUCTION
Introduction
B Welcome to The Book
efore light, before shadow, before darkness,
before earth and sky and sea, there existed
many beings. These beings made all that is, of Immortals
all that was and all that may ever be. They forged In The Book of Immortals, we turn our attention
the realms of existence: the planes, the seas, the gods to the fascinating adventures that take place when
– everything. None know their names, though all characters begin to transcend the limitations placed
people tell stories of them and their creations. Even upon mortals. They begin to deal with the gods as
the gods cannot speak truth about their nature. These equals or at least as individuals with enough power
beings, whatever they are, set the stage for all that to change the world in their own right. They deal
would come. directly with good and evil, law and chaos, in its
primal forms. They make bargains with celestial
Within the realms of existence,
one finds three states of being:
gods, mortals and beings who
stand somewhere between the
two. These latter beings, called
Immortals, wield powers far beyond
what mortals can hope to wield. They
can call up armies of spirits, spark the sky
into a raging blaze or shatter the earth with
a single blow from their mighty hands.
Great as their powers are though, they cannot
match the gods’ might.
2
INTRODUCTION
beings, play devils off against one another and In The Book of Immortals, these high-level characters
may even develop a cult dedicated to their eventual are the heroes Immortals manipulate to achieve their
deification. ends. They serve as cat’s paws and pawns, to be used
and thrown away. The Immortals may even set the
The rules presented in this book provide players and character up to fail. After all, when one falls another
Games Masters with a structure with which they can foolish bit of clay will just rise to take his place.
represent these heady levels of accomplishment. They
run parallel to the standard epic d20 rules, allowing
the characters to use both systems simultaneously or Classical Games
for parties to split; some becoming epic characters Classical games are routinely considered the province
while others develop themselves along the Path of of non-d20 systems. These games deal directly with
Immortality. fundamental questions about good and evil, law and
chaos or the proper use of power. Many use plot
elements from classical Greek and Roman myths,
The Three ‘Epics’ infused with sensibilities drawn from other cultures.
In the lexicon of roleplaying games, ‘epic’ can mean
one of the following: high-level games, classical At their core, these games address the question of
games or hybrid games. The Book of Immortals how a particular event or sequence of events changes
supports this latter type of game, although the other the characters’ world for good or ill. The characters
two types can use some of its elements. become directly involved, helping to shape the
outcome of events. Their choices and how well they
carry them out can usher in a new world, or bring the
High-Level Games old one to its knees.
In the world of d20 we associate high-level and high
power games with ‘epic play’. Characters in this These games do not have to involve great powers
kind of game wield remarkable powers, but their or the celestial host striding the land with swords
adventures rarely vary much beyond the traditional forged from light. A group of peasants struggling to
‘discover enemy, attack enemy, gather loot’ model. prevent their village from vanishing under a coming
There is something satisfying about such play; it is flood after fighting a drought and holding back goblin
the foundation of modern roleplaying games and raiders for a season presents an epic struggle in the
many enduringly successful computer games. classical sense.
Unfortunately, this kind of game suffers from The Book of Immortals can create this kind of game.
the classical ‘Grendel’s Mother’ problem. Once Specifically, its challenge/victory structure allows
the characters bring about the world-threatening Games Masters and players to model these stories in
menaces’ bloody ruin, what do they do for an ways the standard monster/trap challenge structure
encore? Fight another, bigger, uglier menace? Pick does not.
up an even more powerful sword? Retire from the
field to allow a new generation of adventurers to take
up their legacy? Hybrid Games
By combining the two types of game we lump under
In short, these sorts of games get old after a while. the term ‘epic’ we can create a third, hybrid, game
The thrill of accomplishment can only take them so type. These games involve characters of great power
far. Facing the same threats, over and over again, facing off with threats capable of destroying the
does nothing to revitalise the game. world.
Standard post-level 20 rules adequately represent The Book of Immortals supports this third, hybrid,
characters in this style of game. They continue type of game. Immortals and heroes mingle together,
to gain levels in a regular progression, eventually pursuing their interests simultaneously. A mixed
achieving truly incredible levels of power. Their foes party might engage in a high-level adventure, turn
become equally powerful but are not fundamentally around to face a creator’s challenge, then bicker with
different from the orcs they sharpened their swords an Immortal Host about whether or not they should
on when they first left the fields. intervene in the fate of nations. Heroes can help
their Immortal friends progress through apotheosis.
Immortals can lend their power and favour to their
3
INTRODUCTION
mortal companions, helping them achieve the heady The first chapter, this one, provides a brief overview
heights of fame most mortals crave. of the ideas contained in the book.
The threats and obstacles presented in this book The second chapter, The Path of Immortality,
assume standard character progress to at least 14th provides an in-depth introduction to the rule systems
level. Some of the challenges, especially those underlying The Book of Immortals. It covers the
derived from classical mythology, can scale as low as terminology of Immortality, its effects on the
6th level. A Games Master may alter them for higher character and the differences between an Immortal
or lower level play at his discretion. and a high-level character.
4
INTRODUCTION
complex political machinations. Just because a of the Immortal’s regalia. The item retains its powers
character manages to survive the challenges he faces even when not in the Immortal’s possession. Its
does not mean he gets to rest on his laurels. Instead, power depends on the amount of the Immortal’s Aura
he will have to defend every gain from those who invested in it.
have a vested interest in causing his downfall. If he is
not attentive and careful, he could even end up bound Attribute: A Gift altering the Immortal’s basic
to serve his worst enemy through a complex covenant nature. Attributes are comparable with feats: they
arrangement with some third, ‘neutral’ party. provide an ‘always available’ bonus of some sort. If
the character’s Aura drops below a specific threshold
The eighth and ninth chapters provide fully realised the attribute may weaken or become inactive.
examples built using the rules in the rest of the book.
Aspiration to Transcendence presents six established Aspirant: The first step of Apotheosis. Aspirants
paths of immortality, including one for dragons, one possess a limited number of Gifts. They are the
for druids and one for undead. Immortal Characters lowest level of Immortals, not much removed from
presents three Immortals at varying stages of mortal concerns. Other Immortals treat them as
apotheosis, each with a complete history and hooks pawns in the greatest game.
for including these characters in existing campaigns.
Aura: A new attribute representing the power of the
Scattered through the chapters, the Games Master character’s infusions. Aura is both a power pool for
will find suggestions and recommendations for how Gifts and a measure of the character’s impact on other
to incorporate these rules into existing campaigns. At creatures. The character’s Apotheosis determines his
the same time, players will discover suggestions for Aura attribute.
how to build various traditional character archetypes
(e.g. the divinely inspired paladin, a reclusive god- Channel: A skill allowing the character to harness
like archmage or a shadow-touched rogue) without his Immortal power in his own body, mind and
resorting to prestige classes. Both will find a host spirit. The base skill does not perform any in game
of myth-building suggestions, character ideas and functions: Gifts open up a new use for the skill.
recommendations about how to make the transition
from high-level to hybrid play. Challenge: A trial or complex task the character must
undertake. Successfully completing the challenge
generates a Victory, which can be used to gain a Gift
How to Use This Book or a bonus to one of the two Immortal skills.
Players and Games Masters may take the examples
and suggestions presented here whole cloth into their Covenant: A relationship in which the Immortal
campaigns. These examples are roughly balanced undertakes particular responsibilities in order
around high-level gaming concepts. to gain power. Regardless of the character’s
symbolic relationship, the responsibilities define
However, The Book of Immortals also presents a the relationship. The granting authority is called the
complete toolkit for designing hybrid high-level/ Suzerain.
classical games. By building unique challenges,
paths to immortality and politics, the players and Created Wellspring: A wellspring of primal power
Games Master can customise their world to directly created through mortal action. May be blocked or
play out the kinds of plots they usually only get to permanently destroyed.
read about in the best fantasy books.
Effect Level: Wellsprings have effects that influence
Glossary the world around them. These effects have effect
levels which, when added together, cannot total
Apotheosis: The character’s place on the Path of
more than the total effect levels allowed for the
Immortality. Apotheosis is measured in five steps:
wellspring’s total number of victories.
Aspirant, Wielder, Illuminated, Immortal and
Transcendent.
Epic vs. epic: Epic (capital E) refers to the Epic
rule-set for d20. The lower-case usage refers to true
Artefact: An object Gift incorporating some portion
epic – stories involving saving the world and the
of an Immortal’s powers. Artefacts are usually part
fundamental forces of reality.
5
INTRODUCTION
6
THE PATH OF IMMORTALITY
7
THE PATH OF IMMORTALITY
Elementals, fey and outsiders may become Animals, constructs, oozes, plants and vermin do
Immortals but they must first pass the challenge not qualify to become Immortals. That said, if the
of free will (pg. 205). This challenge frees them Games Master designs a creature of these types
from their essential natures, granting them both with Intelligence and free will he may decide that
mortality and the freedom to choose their own creature (or the entire race) represents an exception
role in the universe. Once they pass the challenge to the rule. In these exceptional cases the creature
they have a year and a day of peace to pass the first must pass the challenge of free will in order to
challenge on their path. After this traditional period prove his qualification for the first challenge.
of protection the would-be Immortal’s former allies
may hunt him down with impunity. Dragons and Immortality
Dragons are, arguably, the most majestic opponents
Some aberrations, especially those gifted with and allies a character can find in a fantasy universe.
tremendous intelligence and magical power, may These mighty creatures embody might and magic,
attempt to become Immortals. However, they power and perversity in equal measure. They are,
cannot enter into covenant relationships with any in many ways, the ultimate adversaries, capable of
granting powers unless they have a specific god being friends one moment and enemies the next as
who watches over them. Then they can enter into whim and chance dictate.
a covenant with that god but not with any of the
god’s allies. Dragons may be nothing more than the advanced
magic-using race presented in Core Rulebook
III. They may also be the only race with its
own inborn path to immortality. It may be
that all dragons will become like-unto gods
as they grow, eventually transcending mortal
existence entirely to enter some other state of
being entirely.
Apotheosis
Characters who wish to become Immortal
must overcome a challenge (see Challenges,
pg. 190). Once they do so, they gain a single
victory. This victory allows them to begin
the process of apotheosis, or ascending to
godhood. In effect, the character’s apotheosis
becomes a second ‘character level’ track the
character can follow in addition to, or to the
exclusion of, his standard mortal class levels.
This process is sometimes also called the path
to immortality.
8
THE PATH OF IMMORTALITY
An aspirant has just begun his journey. His first Roleplaying Apotheosis
challenge awakens the spark of immortality within In a systemic sense, the character’s apotheosis
his soul. This makes him slightly more than mortal, step increases his power and ability to deform the
with abilities even the greatest sorcerers might game world. In a roleplaying sense, it indicates
envy. It also places him in an extremely vulnerable his progress along a path that starts with a fallible
position: he has awakened to the world of Immortal mortal and ends with a transcendent being akin to
politics but lacks the power and influence to the gods. This transformation takes place over
protect himself from its machinations. His Aura is time, as the character slowly comes to grasp the
relatively weak, preventing him from empowering unknowable concepts and powers beyond mortal
servants or creating extensive sanctums from which comprehension.
to mount his own defence.
9
THE PATH OF IMMORTALITY
As an aspirant, the character’s perceptions and along the path becomes completely unconcerned
abilities are not radically different to those of an with the affairs of mortals. He wields incredible
epic hero. His actions are still largely his own, powers, but now does almost wholly what he must
although he may have a few limits derived from do rather than what he wishes.
his power sources. He is only partially aware of
the difficulties faced by Immortals and a peripheral Once a character passes through the fourth
player in their intrigues. His mortal companions great challenge they transcend the mortal coil
still make up the majority of his social network and completely. He passes beyond the understanding
mortal concerns still plague him on a daily basis. of mortals, leaving his player’s control to explore
an unknowable cosmos. He might reappear from
In the process of becoming a wielder the character’s time to time as an environmental force, but even the
perceptions suffer irrevocable alterations. The other Immortals will have trouble understanding
spark of godhood buried in his soul flames into his motivations and goals.
brilliant life. His responsibilities begin to limit his
free will, while his powers make him an important
part of Immortal intrigue. As he is drawn further Aura
and further into the Immortal world he loses his Characters who begin the process of apotheosis
connections with those mortals that once called develop something called an ‘Immortal’s Aura’.
him friend. This Aura, represented by a new attribute (Aura)
mechanically expresses the raw power coursing
By the time the character passes through his through the Immortal’s spirit. The Immortal’s Aura
second great challenge, he may have completely is a tangible if unseen force, uniquely expressing
forgotten the concerns of mortal life. His powers his personal path towards godhood.
continue to expand while his options
contract. He sees the infinite potential
of the mortal spirit, but knows he will
never again partake of it. His fellow
Immortals intrigue against one another,
involving him whether he would like it
or not. The character can easily spend
all of his time in the company of other
Immortals.
10
THE PATH OF IMMORTALITY
The Immortal’s Aura attribute is determined using is still limited to line of sight when using his skills,
a formula based on his progression along the path unless he has a Gift stating otherwise.
to apotheosis (see above).
Example: A true Immortal with Aura 25 enters
a temple. His aura overwhelms the worshippers
Aura’s Effect on Mortals (average Will save +1) by 24 points. When he
Mortals, from animals to humans, feel the
uses his Diplomacy to convince them to worship
Immortal’s Aura as a surge of ‘otherness’ beating
him, they do so without reservation. So long as
against the boundary of their souls. They feel
his ‘worshippers’ remain within 125 feet they will
nervous, filled with awe or simply afraid around
accept his orders without question. If he sends a
the Immortal, depending on their strength of will
worshipper outside of that area, his commands act
and the Immortal’s personal strength.
like a suggestion spell.
The aura affects all mortals within a five foot radius
per point of the Aura attribute. For example, an Aura’s Effect on Immortals
Immortal with Aura 28 affects all mortals within a Immortals can also feel one another’s aura, but it
140 foot radius. does not have the same overwhelming effect on
them that it has on mortals.
In order to determine the effect of an Immortal’s
Aura compare the Aura’s total current value against An Immortal gains a bonus or penalty to his Bluff
the mortal’s Will save. If target does not have a and Intimidate skill checks targeting another
Will save it is considered to have a Will save of Immortal based on the difference between their
zero for purposes of this calculation. steps. Consult the table on page 12 for more
details:
Characters within the Immortal’s Aura may react to
the Immortal differently. Example: One of the Illuminated wishes to
intimidate an Aspirant who just completed his first
These abilities affect characters ordinarily immune Challenge. He gains a +4 bonus to his Intimidate
to mind-affecting abilities. Technically the check due to the difference between their levels of
Immortal is not affecting the creature’s conscious ability. The young Aspirant suffers a corresponding
mind, but rather its soul. –4 penalty to his skill check if he wishes to try to
intimidate the Illuminated in return.
The Immortal’s Aura affects all mortals within it,
regardless of line of sight. However, the Immortal
11
THE PATH OF IMMORTALITY
12
THE PATH OF IMMORTALITY
What does Victory bring? some portion of it to suit his own needs. Great
As stated above, each time the character overcomes Challenges are therefore of tremendous epic
a challenge he gains a Victory. Each time the importance, as they define both the character and
character gains a Victory he increases the value of the world in a new way.
one of his power sources by one and gains a gift of
his choice. A character may choose to accumulate more than
three victories at his current apotheosis step before
taking a Great Challenge to advance. Doing this
What are Great Challenges? dramatically increases the risk of each Great
A Great Challenge occurs when the character Challenge, as the character could lose even more
wishes to pass from one step of apotheosis to investment in his path to immortality.
another. The character must have three victories
at his current apotheosis step
in order to initiate his next Creating Paths
Great Challenge. Passing the to Immortality
Great Challenge allows him Some campaigns will allow
to advance to the next characters to essay whatever
apotheosis step. challenges they wish, in any
order they wish. This allows
Each Great Challenge the character to create his own
incorporates between legends and his own path to
three and five ordinary immortality.
challenges. The character
must successfully However, other Games
complete the majority of Masters will take
the challenges in order to the opportunity
pass the Great Challenge. to create specific,
established ‘paths to
If the character fails the immortality’ in their
Great Challenge he worlds. These groups
immediately loses all of interrelated challenges
accumulated victories. embody a world’s
He becomes a mortal greatest legends. Once a
again, stripped of his character starts on a specific
powers and potentially path he must complete
his memories. In the challenges on it in a
this state the former specific order, in accordance with
Immortal is extremely cosmic laws and potentially the
vulnerable; his enemies machinations of the Immortals who
will move quickly to remove him came before him.
completely from the great game of
Immortal politics. Fortunately his The Challenges chapter (pg. 190) contains
sudden fall from grace also hides him more information about creating established
to some extent. Immortals, particularly or freeform paths.
those who have walked the path for centuries or
millennia, have a great deal of trouble telling one
lesser mortal from another. Sources of Power:
A Great Challenge represents more than just an Covenants and Taps
opportunity for the character to demonstrate his Each time a character succeeds at a challenge he
power. It is an opportunity for the character to gains access to a power source. This power source
radically alter his environment by transforming represents one of the great powers of the universe,
13
THE PATH OF IMMORTALITY
whether it is a grant of power from a god, or a both bonuses called blessings and penalties called
magical connection to the heart of the primal fire banes. Each tap changes the character in different
burning at the centre of the universe. ways.
These power sources fall into two basic categories, Each tap connects to a wellspring, a physical
covenants and taps. The type determines how the manifestation of a particular fundamental power.
character interacts with the source as well as the Although nothing can interfere with the character’s
benefits and penalties it provides. tap, anyone may attempt to block the wellspring.
Once a wellspring is blocked the character looses
The first category of power sources, covenants, access to the victories tied to it as well as the gifts,
represent agreements between the character and blessings and banes it provided. This reduces the
an intelligent divine power. In return for the character’s Aura but cannot affect his apotheosis
character performing specific duties as specified in step.
the covenant’s terms the character receives access
to power. The more power the character receives, If some force destroys the wellspring the character
the more terms he must abide by. The Covenants loses victories, gifts, blessings, banes and
chapter (pg. 77) contains more information about apotheosis step.
covenants.
Example taps include:
If the character violates the covenant’s terms he † Incorporate primal fire into his heart.
loses access to the gifts and powers associated † Embed the light of creation (positive energy)
with the covenant until he makes amends. This into his spirit.
loss reduces the strength of the character’s Aura, † Become an embodiment of war.
but does not affect his place along the path to † Transform into a spirit of the stars.
immortality. † Sacrifice his life to create a sustained connection
between the character and the grasping power of
Example covenants include: decay (negative energy).
† An oath of fealty between the character and one
of the demon princes. The Wellsprings chapter contains more information
† A covenant between the character and a about taps.
kingdom, stipulating that in return for worship
the character will become their god-king. The power source type, as well as its nature, affects
† An agreement between the character and a god the challenge the character must undertake.
condemned to suffer; the character will take on
the god’s suffering for some length of time each
year in return for power. Gifts and Skills
† The character re-enacts the god’s death, acting Each time an Immortal achieves victory over a
as a sacrifice and giving his life to the god. In challenge he gains a gift. A gift is a means through
return, the god gives the character powers he which the character channels his tremendous power
will need to face the future. into the world. Gifts fall into four basic categories:
† The character agrees to protect an ancient and artefacts, attributes, numen and powers. In order to
magical forest. In return, the forest spirits and use his gifts to full effect he must make skill checks
fey give him immortality and the power to carry against one of the two Immortal skills: Channel and
out his charge. Infuse.
14
THE PATH OF IMMORTALITY
of potential effects. The categories of gifts provide † A stone from the heart of the great mountain,
templates for these powers, while each individual polished smooth by the character’s own palm
gift provides specific game effects. Gifts represent (an artefact gift from the character’s challenge
an investment of the characters Aura, rather than an to gain access to primal Earth)
expenditure of it.
Attribute gifts dramatically alter the character’s
A character may select a gift when he gains a form. Each gift carries with it a base power that
victory. The challenge or the Games Master may operates so long as the Immortal retains his Aura.
suggest gifts, but the final decision lies with the This ability may be enhanced through the use of the
player. Channel skill by investing more of the character’s
power into it. Every gift also possesses a physical
In a roleplaying sense, gifts are just that – gifts the manifestation, a change to the character’s
would-be Immortal receives from his association appearance that only another gift can hide.
with the powers of the universe. They may be
given to him by his patron, earned through his own Example attributes include:
actions or ripped from the still-beating heart of his † Golden skin capable of turning all but the hardest
greatest enemy. Each gift has a story associated blows (an attribute gift from the character’s
with it (i.e. how the character overcame the covenant with the god of war).
challenge to gain it) and represents a step along the † Seven pupils in the eyes, each capable of seeing
path to immortality. through a different illusion (an attribute gift
from the character’s covenant with the god of
In this latter sense gifts become the visible signs knowledge).
of the character’s progression along the path to
immortality. Even Immortals on the same path
will not necessarily share the same gifts, as their
personalities and experiences are uniquely their
own.
15
THE PATH OF IMMORTALITY
16
THE PATH OF IMMORTALITY
along their path to apotheosis. This prevents a other Immortals in, at most, groups similar to the
character focused entirely on his Immortality from adventuring parties littering the mortal world.
fully developing his skills. Most Immortals start as lone individuals struggling
up one step at a time towards their eventual goal.
However, the Immortal does gain a bonus to both Stronger Immortals may help or hinder the budding
Channel and Infuse checks based on the strength Immortal, depending on their personal opinions
of his alignment with a particular power source. and needs.
This bonus does not replace actual training but
can supplement it or augment the character’s base ‘Open’ worlds often emphasise the relationship
talents. This bonus is generally +2 per victory between these occasional Immortals, their divine
invested in a power source, but may be more or less patrons and the mortals who make up the majority
depending on the specific power source and the of the world. Young Immortals will spend most of
Games Master’s decision. For more information their time dealing with the same kinds of threats
please refer to the Wellsprings and Covenants and problems as their mortal counterparts. Older
chapters respectively. Immortals may engage in games of interplanar
politics, deity level interactions and defending
themselves from other jealous powers.
Worlds Within
Worlds Worlds with one or more established paths to
immortality have a very different feel. When
Immortals interact with the world of magic and
a character first sets his foot on the path to
steel, a world where they have free will, bounded
immortality in one of these ‘structured’ worlds,
only by their own honour and the obligations they
he enters into a society of individuals with similar
choose to accept. They can defy the wheels of
goals and agendas. The Immortals who set foot on
time, strike out boldly against fate or change the
the same path before him may be waiting for him,
face of the world through heroic effort or dastardly
ready with assistance, counsel or a swift blade to
deeds. Some stride between the planes, interacting
with ancient spirits and exploring the depths of
heaven and hell. Regardless of how far they roam,
their nature protects them from the ties binding the
creatures they encounter there.
17
THE PATH OF IMMORTALITY
prevent him from challenging their power. with, or with those who align themselves with the
same powers the deity represents. They deal less
These Immortal groups may be cults, courts, hosts favourably with Immortals of any other stripe,
or mutual interest societies. In worlds where there rightly regarding them as potential threats.
exists more than one path to immortality the groups
may come into conflict with one another, depending In some campaign worlds there are no true ‘gods’,
on how they achieve their transcendence. For just Immortals of varying levels of power. A
example, a world in which mortals can achieve transcendent Immortal arguably wields all of the
transcendence by tapping into either primal powers a god might; the difference between such
Good or primal Evil will almost always have two, a being and a god rests more in interpretation than
conflicting groups around those two paths. These in fact. Even a relatively young Immortal can,
two serve opposed powers and will therefore with the right gifts, empower clerics and various
logically come into direct conflict. champions.
‘Structured’ worlds place emphasis on the For more information please refer to The Immortal
relationships between Immortals and groups of World chapter (pg. 227).
Immortals rather than continuing the character’s
mortal ties. Alliances, jealousies, rivalries and
agreements built up over hundreds, if not thousands, Mortal Feats in an
of years hem in the newly minted Immortal just as
surely as his terms and banes. He may well spend
Immortal World
Although The Book of Immortals deals primarily
his first few decades as an Immortal working out all
with Immortal characters, characters who choose
of the subtle relationships between various actors.
to progress along the standard d20 epic path do
gain a few new abilities due to their association
Immortals and Gods with their more powerful friends. These
In either open or structured worlds Immortals abilities allow the mortal character to recognise
often deal directly with divinities. Depending on Immortals, overcome the effects of their Auras
the world and the deity, these interactions may and even turn the tables on Immortals
be strained or fairly cordial. foolish enough to claim more than
they can manage.
Deities are generally fairly
friendly to Immortals they have When using Immortals
covenant relationships from this book, the
following general and
18
THE PATH OF IMMORTALITY
19
THE PATH OF IMMORTALITY
20
WELLSPRINGS
Wellsprings
A Primal Powers: Abstract,
s detailed in The Path of Immortality
chapter, Immortals gain their powers by
taking challenges. These challenges give Elemental, Mythic
the character access to a ‘power source’. This source For the purpose of this book, we can divide the primal
enhances the character’s abilities while imposing powers of the universe into three distinct categories:
additional limitations on his actions. Eventually the abstract, elemental and mythic. These categories are
Immortal becomes awesomely powerful, but bound to more than just convenient ways to organise the forces;
do wholly what he must rather than what he wishes. they also describe to some extent the effect tapping
the power has on the Immortal’s soul.
These sources fall into one of two categories:
covenants and taps. Covenants represent agreements Abstract powers represent ideas capable of
between the Immortal and one or more other powers. transforming the world. These powers may represent
Taps represent direct connections between the a fundamental cycle like creation or destruction, an
Immortal and one of the primal powers. ideal like love or hate or a concept like knowledge or
magic. If the abstract power were to vanish, the world
This chapter deals with taps. These connections would become a lonely and desolate place, devoid of
carry incredible power from the world’s heart into passion, poetry or wonder.
the character’s soul. This power allows the character
to shape the world around it. It, in turn, shapes the Elemental powers may display passion and power,
character. The more power the character draws, the but they are the fundamental building blocks making
greater the changes inflicted upon him. As these up the world’s foundation. Everything contains some
changes occur the character loses more and more of measure of the elemental forces. Pure elemental
his mortality, eventually becoming something akin to spirits may consist of only a single element, while
an elemental spirit. other things contain a mixture of elements. There is
usually, but not always, an animating element (in d20,
positive energy) as well as elements that make up the
The Wellsprings of world’s physical form.
Power Mythic powers infuse the physical world with hope,
A still pool filled with starlight. A wind-swept, sun- corruption, order and luck in equal measure. They
scorched stone, shaped like an anvil or an altar. A are elements of the spirit, the building blocks upon
cave in the mountainside from which issues forth which mortal creatures build their complex societies
winds tainted with the coppery smell of blood. These and understand the world around them. Most mortals
places and others like them are wellsprings of power. contain aspects of all of the mythic forces within
their spirits. ‘Pure’ spirits like celestials and demons
Each wellspring is a pure, physical manifestation of contain only one or two powers.
one of the universe’s primal powers. These powers
may consist of fundamental building blocks, driving In most worlds mortals rarely, if ever, encounter pure
forces for creation or accidental side effects of the embodiments of the mythic powers. This gives them
tools used to make the world. the opportunity to debate about whether or not these
powers even exist. It also allows them to interpret
When a character completes a challenge related to a good and evil, order and chaos in their own way.
wellspring, he incorporates a part of his own soul into Only the most blessed or heinous acts rise to the point
it. This creates a connection between the two. This where the primal mythic forces will truly adhere to
connection, the so-called tap, allows the character to them.
draw the wellspring’s power through his body and
into the world around him. Each time the character
completes a challenge related to the wellspring he Finding and Creating
increases the connection’s depth. In turn, this allows
the character to draw even more power.
Wellsprings
A wellspring is a physical location where a raw,
primal force of the universe erupts into the world.
This place may be located anywhere: at the bottom of
21
WELLSPRINGS
an ocean, in the heart of a volcano or even on a plane All wellsprings radiate a strong aura of indeterminate
far removed from the primary mortal plane. magic.
Regardless of the power they represent, all wellsprings Many wellsprings came into existence when the
are obvious places of great power. The presence creator gods made the world. They have always
of raw primal power twists and corrupts, creating existed and will always exist regardless of the
unusual effects easily recognisable to anyone with actions taken by mortals. Immortals sometimes
knowledge of magic. The exact effect depends on the refer to these wellsprings as ‘foundation stones’.
power present and its strength. Even if the wellspring somehow takes damage or is
physically destroyed, it will reappear in a few days.
As a general rule, learning the location of a specific The structure of the universe requires the wellspring’s
wellspring requires a Spellcraft or Knowledge existence; it has no choice but to re-manifest the
(arcana) check (DC 20) or a bardic knowledge class wellspring in short order.
feature check (DC 15). Getting to the wellspring is
another matter entirely. Wellsprings are generally Any world with more than a few centuries of history
heavily protected, inaccessible or both. may also have wellsprings created by mortal actions.
Mortals cannot set out to create a wellspring. Rather,
they occur spontaneously when a mortal performs a
single, heroic act of such magnitude that the primal
forces sit up and take notice. In that instant the mortal
transcends his personal limitations. The location
where he performed this heroic deed becomes
a wellspring for the primal power most directly
involved with his action.
Destroying Wellsprings
Any wellspring, whether integral or made by
mortal hands, can be destroyed given a sufficient
application of force. The wellspring’s physical
manifestation obeys the same rules as any
other object. Stone can be cut, trees hacked
down, metal melted and water scattered to the
winds.
22
WELLSPRINGS
location within 1d4 days. They reappear suddenly, Breaking a block requires the character to remove the
displacing whatever geographic features originally blocking condition.
occupied their new location. Any Immortal with a tap
into the wellspring regains his gifts and victories.
Describing Wellsprings
Created wellsprings vanish forever if destroyed Each wellspring represents a unique concentration
by mortal hands. The Immortal loses all gifts and of one of the universe’s primary materials. As such,
victories associated with the tap into the former the wellspring may have impressive effects on the
wellspring. This loss can reduce the character’s surrounding countryside or on those foolish enough
apotheosis step, weakening his Aura and leaving him to enter it. The effects a wellspring exerts range from
vulnerable to his enemies. alterations in the local landscape to setting the local
planar alignment or energy trait (as explained in Core
If an Immortal destroys a created wellspring it Rulebook II) to match the powers.
reappears using the rules for foundation stone
wellsprings. Immortals do not have the freedom Each wellspring entry uses the following format:
of action given to mortals, nor can they undo what
mortals have done on such a grand scale. Name: The wellspring’s name.
Blocking a wellspring requires an immense Limited victories indicates that the maximum
application of an opposed force in the area victories entry above is a cumulative total; the
immediately surrounding the wellspring’s physical wellspring can only support that number of victories
manifestation. The simplest way to accomplish this across however many immortals who attempt to tap
is for an Immortal to use a gift and Channel his Aura it. Unlimited victories permits each Immortal to
into the area, to bind it to his will. This requires the challenge for up to the maximum number of victories
Immortal to invest Aura equal to 4 x the wellspring’s from the wellspring.
maximum number of supported victories. So long as
the Immortal maintains this investment the wellspring Primal Power: Lists the force welling up through
remains sealed. the spring.
Other, more exotic means exist as well. For example, Effects: Lists the effects the primal power has on
a wellspring of positive energy might become blocked the surrounding environment. The entries below
if surrounded by an army of undead. Each wellspring list appropriate effects. Each effect possesses an
entry below contains more information about the effect level. The total number of effect levels at
particulars of blocking it. a limited wellspring cannot exceed the maximum
victories value. The total number of effect levels at
Once blocked, a wellspring stops providing powers an unlimited wellspring does not generally exceed 3 x
to those who tapped it. Immortals tapped into the the maximum victories value (but may at the Games
blocked wellspring automatically lose all victories, Master’s discretion).
gifts, blessings and banes they derived from it.
This loss of victories does not affect the Immortals’ The notation X + Y (where X and Y are both numbers)
apotheosis steps. Removing the block fully restores in the effect level entry indicates a variable level
the Immortals’ abilities. effect. The effect costs X points to buy at the first
power level and an additional Y for each additional
power level. In cases where this notation is 1 + 1 the
23
WELLSPRINGS
Example blessings include: Each entry below lists appropriate blessings and banes
† The ability to call primal flame from the air. based on the character’s investment in the tap. When
† The ability to sense good and evil. a tap has multiple levels, the character develops one
† A natural protective ward around the Immortal that blessing and one bane from that level. He gains these
turns aside arrows. blessings and banes when he qualifies for the level.
Banes represent restrictions placed upon the Some entries list multiple blessings and banes per
Immortal’s actions by his close association with a tap level. In these cases the character must take one
primal force. Each bane either prevents the character blessing and one bane from the available options. He
from acting in a specific way or imposes penalties does not suffer from all of them. When the character
on him for so long as particular conditions exist. progresses to the next tap level he must select his
Transgressions against a bane do not bring any lasting blessing and bane from the options available at that
repercussions; as soon as the character removes level; he may not select from the lists provided for
himself from the situation the penalties vanish. previous levels.
24
WELLSPRINGS
Primal Power Entry Tap Level Table: Provides a table listing the possible
tap levels (generally one to five), along with the bane
Explanation and blessing options for each level. Each table has a
The next three sections (Abstract Powers, Elemental ‘victories required’ column providing the minimum
Powers and Mythic Powers) cover the types of primal number of victories the Immortal must attain in
power found in a particular wellspring. Each section order to achieve that level. Any number above that
contains a list of detailed powers, each of which minimum number but less than the number required
contains the following entries: for the next level has no practical effect.
Name: The primal power’s primary descriptive name. Blessings and Banes: Gives complete details about
Alternate names come after the primary name in ( ). the blessings and banes listed in the tap level table
above. This section provides information about
Channel Bonus: Gives the bonus per victory the the systemic effects and the visual/special effects
character receives to Channel checks when using a associated with the blessing or bane.
gift related to this power source.
Gift Side Effects: Gives information about the
Infuse Bonus: Gives the bonus per victory the penalties or bonuses the primal power gives to specific
character receives to Infuse checks when using a gift categories of gifts. These side effects include but are
related to this power source. not limited to: limits on the gift’s effects, dictates on
the type of numen summoned or the application of
Description: A narrative description of the primal specific vulnerabilities and limitations on attributes.
power and its possible place in the campaign world.
This section contains details allowing players and Effect on Challenges: Gives information about the
Games Masters to easily integrate the power into the effect the primal power has on challenges undertaken
campaign world. at its wellsprings. These effects apply regardless of
the wellspring’s own effects, as described above.
When the time comes for you to design your own primal powers, please keep the following rules in mind:
† Each primal power should represent a distinct aspect of the game world you wish to emphasise.
† Blessings do not replace gifts. They have a single function that varies based on the character’s Aura
investment. Gifts may have several functions and vary based on the character’s Channel or Infuse check.
Blessings get stronger as they go up in tap level; gifts get stronger as the Immortal progresses towards
apotheosis.
† Banes do not cripple the character. Each bane limits the character’s actions, but there should always be
a way around the barrier. Banes that inflict heavy penalties (extra damage or automatically failed saving
throws) are less annoying than ones that forbid behaviours outright.
† Both blessings and banes should be flavourful and interesting. If the players wanted to just throw more
spells or develop epic feats they would use the epic rules listed in Core Rulebook II.
† Abstract powers generally give bonuses to attributes but penalties to numen. Elemental powers give
bonuses to numen or powers, but may inflict penalties on artefacts or attributes. Mythic powers produce
very strong artefacts, but sometimes impose penalties on powers.
† Make the wellsprings the setting of epic events. When a character approaches a wellspring he should feel
its power and in roleplaying games that means they must have interesting, vivid descriptions with details
that foreshadow their powers and importance.
The presence of multiple blessings makes taps somewhat more powerful than covenants. Taps balance this
power both with the banes and through the ease with which another Immortal can block the wellspring.
25
WELLSPRINGS
Wellspring Effects: Gives a list of effects the This section details the following abstract powers:
wellspring might exert on the local environment. hate, knowledge, love, magic, protection and victory.
Each entry describes the effect and gives it an effect
value.
Hate (Destruction, Unreason,
Example Wellsprings: Outlines several possible The Cold Fire, The End of All
wellsprings for immediate insertion into the campaign
world. The Games Master may use these wellsprings Things)
as written or change them to suit his personal vision. Poets and dreamers want people to believe hate
These examples follow the rules outlined in the represents an aberration, a mistake somewhere in the
Describing Wellsprings section, above. heart of mortal men. They claim the universe loves us
all, that it wants to care for us, that evil and rage and
despair do not exist beyond ourselves.
Abstract Powers
There are myriad wonders throughout the realms of Warlords and madmen know differently. They see
existence, more than the mortal mind can understand the strength hate gives, the determination it inspires,
or the mortal heart can encompass in a thousand the zealousness and the drive it gives. They know its
lifetimes. Fortunately, there is order within this power and harness it for their own ends.
chaos; the interactions of what is and what could be,
occur in predictable patterns. In doing so they unwittingly touch upon one of the
greatest forces in the universe. Everything, even the
Mortals call these patterns things like love and hate, universe itself, ends. Even if, through chance and
knowledge and magic, protection and triumph. By strength, something survives all of the challenges laid
naming the patterns they try to understand them, before it, it will still fall before the ravages of time.
to limit their effects or to bend them to mortal
needs. This effort always proves futile; no man Those who wield hate, mortal and Immortal alike,
can command love or find knowledge’s limits. Yet accept this power without carrying it to its logical
mortals will always try. In fact, many poets claim the conclusion. They take up the power while denying
struggle defines the mortal spirit. that it must destroy them in the end as well. The more
they feed it, the more they use it, the harder they must
By tapping an abstract power, the Immortal gains struggle to avoid their own destruction.
insight into the interactions making up the universe.
He feels the ebb and flux in his blood, understands Despite what mortals think, hate cannot create.
the nuances and ramifications of every action and The process of destruction consumes everything it
finds himself able to predict sequences of events far touches. It leaves nothing behind save for ashes and
into the future. This latter ability is, unfortunately, regret.
less and less reliable as the character progresses down
the path to immortality. Mortals do not have to obey Channel Bonus: +1 per 2 victories
the cosmic patterns. Therefore, whenever mortals Infuse Bonus: +1 per 2 victories
become involved, things change in ways those truly
in tune with the cosmos cannot predict or sometimes Description: Each creature experiences hate
understand. differently. Some mortals describe it as a weight
like a mountain sitting on their chest. Others claim
Mortals perceive an aura of ‘reality’ around it is a cold fire, burning everything else in their souls
wellsprings infused with abstract power. Everything as tinder to its flame. It dominates their thoughts,
seems more of itself, more alive, more vibrant and driving them ever onward towards some goal.
more awake. While within the wellspring, mortals
experience the power’s effects on their minds. For For most people, hate focuses on a single target. That
example, a mortal standing in a wellspring of hate will target may be a person, a place, a thing, a people or a
find every hateful experience in his life welling up to nation. When that object finally meets its destruction
assault him. The mortal does not have to act on these the person feels a momentary sensation of satisfaction.
impulses, but he may feel an almost overwhelming However, if he does not find another target the hate
compulsion to do so. turns inward, consuming him as well.
26
WELLSPRINGS
Immortals who tap into hate feel the sensation of hate universe. This lack of connection inflicts a penalty to
lurking in their heart. They also sense the steady, all healing effects the character attempts. He suffers
relentless progress of destruction all around them. a penalty equal to his total number of victories in the
As their connection to hate deepens, their sense of power of hate to all Heal checks. He suffers an equal
this process broadens until all they can see, all they penalty per die rolled for any healing spell, spell-like
can understand, is that everything will end. The tools effect, supernatural ability or gift he uses.
of creation slip from their fingers and they become
avatars of the destructive principle. Hate’s Voice (Ex): An Immortal gains this blessing
when he achieves his seventh victory associated
Hate with the power of hate. His Immortal Aura radiates
Tap Victories hate, unsettling everyone around him. Even other
Level Required Bane Blessing Immortals are not immune to this effect. The
1 1 Blinded Eyes Heart of Hate Immortal gains the ability to use Intimidate as a
2 3 Hate’s Strength free action once per round.
3 5 Shrivelled Soul
One Stands Alone (Ex): An Immortal gains this
4 7 Hate’s Voice
bane when he achieves his ninth victory associated
5 9 One Stands Alone Avatar of Hate with the power of hate. His connection with the
power of destruction seals his body and spirit
Blessings and Banes off from the generative and creative powers of the
The power of hate gives the following blessings and universe. Natural or supernatural forces originating
banes. from outside of his own body can no longer heal him.
On a practical level this means he cannot be healed by
Blinded Eyes (Ex): An Immortal gains this bane Heal checks, spells, spell-like abilities, supernatural
when he first taps into the power of hate. He loses the abilities or extraordinary abilities possessed or cast by
ability to gain morale bonuses from spells, spell-like anyone other than himself. This prohibition includes
effects, supernatural abilities or skill checks. He can magical items he carries, but does not affect gifts or
still gain a morale bonus from the Heart of Hate or a artefacts he possesses.
similar ability.
Avatar of Hate (Su): An Immortal gains this blessing
Heart of Hate (Ex): An Immortal gains this blessing when he achieves his ninth victory associated with the
when he first taps into the power of hate. He learns power of hate. His connection with hate becomes so
how to feed his hate on negative emotions, granting strong it radically transforms his body and spirit. He
him strength in the face of adversity. Any time the sheds the last vestiges of mortal concerns, becoming
character is subject to an effect that would inflict a an embodiment of destruction’s cold flame. This
morale penalty due to fear he automatically fails his transformation grants bonus equal to the character’s
saving throw or level check. However, rather than victories to damage against mortal creatures and non-
suffering a penalty he gains a bonus equal to the artefact objects. This damage bonus applies to any
penalty to be inflicted. This bonus lasts as long as the attack the character makes, whether physical, psionic
penalty would have. or magical.
27
WELLSPRINGS
Effect on Challenges the fire or who is touching an object held in the flame.
The power of hate increases the strength of adversaries Each round an object is held in the fire it has a 20%
in challenges. Anytime a challenge associated with chance of disintegrating. This effect can destroy an
hate calls for a combat, give the opponents a +1 bonus artefact and triples the time it takes for the artefact to
to all attack rolls, damage rolls and saving throws. re-manifest. Effect Level: 3.
28
WELLSPRINGS
29
WELLSPRINGS
to act on that knowledge are two radically different Speak Truth (Ex): An Immortal gains this blessing
things: history is replete with examples of prophets when he achieves his fifth victory associated with the
who knew the truth but were unable to stop it. power of knowledge. His eyes have fully opened to the
patterns of cause and effect making up the universe.
Wellsprings of knowledge are calm, serene places He gains a racial bonus to all Knowledge checks
where a mind can explore the world’s myriad equal to his total number of victories associated with
wonders. Mortals who enter such a place cannot the power of knowledge. Furthermore, all Knowledge
help but feel the inherent majesty and purpose they skills become class skills for him.
possess. Such feelings inspire joy in some, hate and
misery in others. Fate’s Fool (Ex): An Immortal suffers from this
bane when he achieves nine or more victories
Knowledge associated with the power of knowledge.
Tap Victories No matter what he does, he cannot hide his
Level Required Bane Blessing understanding from others. They can feel
1 1 Curse of Wisdom Sage’s Insight it, encroaching on their precious freedom,
2 3 pressing down on what they think is their
ability to choose what they wish. All Non-
3 5 Voice of Ages Speak Truth
Player Characters automatically have a hostile
4 7 reaction towards the Immortal when he tries
5 9 Fate’s Fool Avatar of Knowledge to explain anything to them, regardless of
their normal feelings for the Immortal. An
Blessings and Banes ordinarily friendly character will not automatically
The power of knowledge gives the following blessings attack, but will tell the Immortal to mind his own
and banes: business.
Curse of Wisdom (Ex): An Immortal suffers from Avatar of Knowledge (Su): When an Immortal
this bane when he achieves his first victory associated achieves his ninth victory associated with the power
with the power of knowledge. The complex interplay of knowledge he gains the ability to send his gaze
of causality causes the character to automatically act deep into the past and far into the future along
last whenever order of action becomes important. causality’s paths. A number of times per day equal to
This means the character takes the last action in a his Intelligence modifier the Immortal can cast either
combat round in addition to acting last in any other divination or legend lore.
system requiring an action order.
Sage’s Insight (Ex): An Immortal gains this blessing Gift Side Effects
when he achieves his first victory associated with The power of knowledge gives the character a +1
the power of knowledge. This blessing allows him racial bonus per victory associated with it to any
to trace back the lines of causality, showing him attribute gift allowing the character to reveal the truth
information about first causes and historical events or dispel illusions. Conversely, it grants a –1 racial
unknown to all but the wisest sages. Once per day penalty per victory associated with it to any power
the Immortal may take 20 on any Knowledge check. gift capable of creating illusions or obscuring the
If he possesses the bardic knowledge class ability he truth.
may use this blessing to take 20 on a check using that
ability instead.
Effect on Challenges
The power of knowledge increases the opposition
Voice of Ages (Ex): An Immortal suffers from this
DCs in challenges of Insight and Wit by an amount
bane when he achieves five victories associated
equal to the maximum victories allowed at the
with the power of knowledge. Whenever he tries
wellspring.
to communicate with someone, his target can hear
the heavy weight of surety behind his voice. This
offends creatures used to the concept of free will. Wellspring Effects
When the character interacts with mortal creatures The wellsprings of knowledge may possess one or
or Immortals he must subtract his Intelligence bonus more of the following effects.
from Charisma-keyed skills. Furthermore, he does
not get to add his Charisma bonus to these skills.
30
WELLSPRINGS
Aura of Truth: Everyone within the wellspring’s Alternately, he may use them as templates for
bound shares, to one degree or another, the wellsprings of his own design.
enlightenment that comes with access to pure
knowledge. This translates directly into a +1 insight Library of the Last Truth
bonus per effect level to all Knowledge checks taken Maximum Victories: 4, Unlimited
on the ground. Conversely, all spells from the Illusion Primal Power: Knowledge
school have their DC reduced by the same amount. Effects: Books of Wisdom and Truth, Aura of Truth
Effect Level: 1 per point of bonus/penalty. (+3 Knowledge checks, -3 Illusion DC), Voices of the
Land (4 miles)
Bastion of Hidden Wisdom: The powers of
knowledge and insight watch the wellspring and Most mortals believe the Library of the Last Truth to
will respond to an appropriate offering. Once per be nothing more than a myth. How could a library,
lifetime a mortal may come to the wellspring, offer staffed by intelligent animals, carved by the hands of
his services and receive an answer to any questions he the gods and located in the furthest forests of the north
may ask. The task is a geas, as the spell, selected by contain all of the knowledge in the universe? Many a
the Games Master. The answers act as if the character magician has set out in search of it, only to vanish into
were a 9th Level wizard casting the contact other the cold northern wastes, their bodies lost forever.
plane spell. Effect Level: 4.
However, this foundation stone wellspring does exist.
Voices of the Land: The wellspring’s emanations The animals do not so much staff it as defend it, using
alter the creatures that live in the environment around misdirection and trickery to lead interlopers away.
it. All animals and magical beasts born in the affected They trick all equally; once someone wins through to
area increase their Intelligence by the wellspring’s the library itself they leave them alone.
maximum victories. Those that gain Intelligence over
nine develop the ability to speak Common and Sylvan. Physically, the library looks like a small cabin of logs
These animals retain this ability even if removed from and stone nestled against a great pine tree. Within,
the area. Effect Level: 1 per one mile radius. it has beds for four Medium creatures, a hearth
and several cabinets. The ‘cellar’ door leads into a
Books of Wisdom and Truth: The wellspring huge library filled with scrolls and codices detailing
contains some form of written record, be it a bark everything that has ever happened. The materials
scroll or a nearly infinitely deep library. Whatever cannot be taken past the cellar door; they vanish as
form it takes, anyone who gains access to the soon as they pass it, returning to their places on the
wellspring can spend a seven-day period looking up shelves.
anything they wish. If they do, they may take 20 on
one Knowledge check to answer a specific question. The Still Pool at the Heart of Forever
An Immortal may use this power as often as he Maximum Victories: 13, Limited
wishes. A mortal may spend as many weeks as he Primal Power: Knowledge
likes seeking knowledge, but will only be able to use Effects: Bastion of Hidden Wisdom, Warriors of
this effect once per year. Effect Level: 5. Enlightenment x 8 (Kwan-ji Human Monk 23, 14
human monks 3)
Warriors of Enlightenment: The wellspring
supports 30 CR of monk-classed characters, the Two thousand years ago the Great Teacher meditated
strongest of which has CR 10. The monks study at the beside a still pool surrounded by reeds. He sat for
wellspring, seeking out enlightenment and personal seven times seven years until he finally saw the truth.
power. They protect it from those who would misuse In that moment he transcended life and death, time,
its powers and challenge anyone who wishes to enter space and all other mortal limitations. Before he
the wellspring for whatever reason. Most of these began his final journey he gave a dozen sermons.
challenges are non-fatal, but they may involve a wide Those words still echo faintly within that reed pool
variety of physical or mental endurance tests. Effect and anyone with sufficient dedication can sit and hear
Level: 1 (30 CR, Max CR 10) + 1 per 5 additional CR them.
and +2 Max CR.
Over time, a large monastery has grown around the
Example Wellsprings Still Pool. Its leader, Kwan-ji, is a master of the
The Games Master may place any of the following
wellsprings of knowledge in his campaign world.
31
WELLSPRINGS
arts and an enlightened soul. He allows any mortal prophets. Intellectuals claim it can only be expressed
with sufficient strength of will to enter the pool and in the most complex words and intricate concepts,
meditate for as long as he wishes. Those who come to but any mortal who has held his own creation in his
the pool seeking answers usually find them, but also hand or stood for a moment by his brother in a time of
find themselves bound to serve the monastery for a need knows its strength more clearly than a thousand
period of no less than one year. Many stay on after words can say.
their term of service.
So long as love lives, hate cannot prevail. That one,
The Throne of Kings and Fools shining hope lifts mortals from the mire and gives
Maximum Victories: 2, Limited them the stars.
Primal Power: Knowledge
Effects: Aura of Truth (+2 Knowledge checks, –2 Channel Bonus: +1 per victory
Illusion DC) Infuse Bonus: +2 per victory
The would-be god-king Clarence of the House of Description: All creatures experience love
Neville created this wellspring when he swore his differently. Some feel it as an overwhelming drive,
oath to govern his people with justice and foresight. others as a deep empathy with other forms of life
It manifests as a slight glow within his throne room, similar to themselves. Most creatures, save for the
centred upon his large golden throne. The aura most depraved and corrupted, feel some manifestation
assists all within it, prompting their memories of the of love, even if it is just love of themselves and their
truth and stripping away illusions they impose upon own lives.
themselves and others.
Immortals who tap into the power of love experience
the joy of creation and the connections between all
Love things first hand. They know, intimately, what a seed
(Hope, The Power, Delight) feels when it reaches upwards towards the sun and
The power of hate is obvious. It reaches out, what a star feels as it builds the planets from dust
destroying everything it touches. It brings pain, death and ash. They see the connections between people,
and ruin into the world. It causes change, change for the lust and the hope and the joy, as a tangible force
the worse, but nevertheless changes what mortals can binding heart to heart. As they strengthen their
see and taste and touch. connection to this primal force they eventually find
this empathy hampering their actions: they cannot
However, destruction does not work alone. The cause harm without it coming back upon them.
realms of existence came into being through an act
of creation. Mortals continue this primal act every Wellsprings of love are places of great joy. Within
day of their lives. They build cities, raise crops and them, excitement and joy lurk on the edges of
bring new life into the world. They reach out to one perception. Mortals entering the wellspring may
another with compassion in their hearts and empathy find themselves weeping uncontrollably, laughing
for their fellow creatures. When hate’s flame finally for no detectable reason or simply smiling without
burns low, they step forward to build something even reservation. The cares and troubles of the world will,
greater than what fell. for a moment, fall away. Those with terrible burdens
or who have chosen to carry their pain without relief,
This force, this undying power to be and to hope find the experience uncomfortable and sometimes
against all odds, suffers endless praise by poets and even painful. Healing and creation are not without
pain.
Love
Victories
Tap Level Required Bane Blessing
1 1 Servant of the Threefold Law
2 3 Healing Hands or Voice of Compassion
3 5 Bound by the Threefold Law
4 7 Tears of the Angels or Encompassing Heart
5 9 Slave of the Threefold Law Avatar of Love
32
WELLSPRINGS
Blessings and Banes Constitution attribute from his current hit point total
The power of love gives the following blessings and to another character. The Immortal may also choose
banes. to take attribute damage, disease or poison from the
target character into himself. If he does so, he suffers
Servant of the Threefold Law (Su): An Immortal the effects of the transferred difficulty. The target is
suffers from this bane when he gains his first victory immediately restored.
associated with the power of love. His sudden insight
into the plight of all beings and the connections Encompassing Heart (Ex): An Immortal who
between them binds his hands from violence. Each achieves seven victories associated with the power of
time he deals an amount of damage to any target love may choose this blessing or Tears of the Angels.
(except undead) he suffers one point of damage in Once the Immortal selects this option he may use
return. Damage resistance and energy resistance his Diplomacy skill once per round as a free action,
cannot negate this damage. targeting one character within line of sight. The
results of this free action do not take place during the
Healing Hands (Su): An Immortal who achieves round, but come into effect at the target’s Initiative
three or more victories associated with the power point next round. The Immortal must be able to
of love may choose either this blessing or Voice of communicate with the target to use this ability.
Compassion. Healing hands allows the character
to channel a small portion of love’s soothing power Slave of the Threefold Law (Su): Once an Immortal
through his body and into those he cares for. All achieves nine victories associated with the power
creatures he makes a Healing check on immediately of love he suffers from this bane. A slave of the
heal an additional 2d4 hit points. This effect occurs threefold law cannot refuse a mortal’s honest and
regardless of whether or not the Heal check is sincere request for assistance. He may choose the
successful. A creature can only benefit from this manner and type of his aid, but the Immortal must
blessing once per day. provide assistance in a timely fashion.
Voice of Compassion (Ex): An Immortal who Avatar of Love (Su): Once an Immortal achieves nine
achieves three or more victories associated with the victories associated with the power of love he gains
power of love may choose either this blessing or this blessing. He gains a nearly perfect understanding
Healing Hands. An Immortal with this blessing gains of the connection between all creatures great and
deep insight into the connections binding the people small. This understanding allows him to retry
around him to the world. This insight gives him an Diplomacy checks, regardless of the circumstances.
insight bonus equal to the total number of victories
associated with the power of love to Diplomacy Gift Side Effects
checks intended to end violence or hostilities. The power of love supports power gifts that heal
or rebuild the world. Any gift with such an effect
Bound by the Threefold Law (Su): When an receives a bonus to its effect equal to +1 per victory
Immortal achieves five or more victories associated associated with the power of love. Conversely, love
with the power of love he suffers from this bane. does not support destruction: any attribute gifts the
He can directly feel the needs of others, a sense that Immortal possesses that directly provide a damage
prevents him from denying them things they truly bonus suffer a –1 penalty per victory associated with
need. He suffers a racial penalty equal to the total the power of love.
number of victories he has associated with the power
of love to resist Diplomacy checks targeting him These bonuses and penalties do not apply to the
based on sincere need. The Games Master is the final blessings or banes listed above. They do not affect
arbitrator of what his characters truly need, but this gifts that directly increase one of the character’s
penalty does not, under any circumstances, allow the mortal attributes.
character to lie to the Immortal in order to get more
than he truly needs. Effect on Challenges
Despite its reputation for softness, love is also the
Tears of the Angels (Su): An Immortal who achieves source of almost all of the great challenges to face
seven victories associated with the power of love mortals. All challenges associated with love receive
may choose this blessing or Encompassing Heart. a +4 bonus to the DC of any skill checks required to
Once the Immortal selects this option he may, as a overcome them.
standard action requiring touch, transfer up to his
33
WELLSPRINGS
34
WELLSPRINGS
The Tree of Life Immortals who tap into the power of magic gain
Maximum Victories: 7, Limited access to the wonders of the universe. They see
Primal Power: Love beyond cause and effect into a world where anything
Effects: Tree of Heart’s Ease, Fertile Lands (3 mile can happen. In their world, words have the power to
radius) shape the world and a gesture can channel power fit to
destroy a city or return the dead to life.
When the world came into being the gods found,
in a meadow they did not make, a tree the likes of Wellsprings of magic inundate those who enter them
which they never imagined. As tall as a hill and with with the feeling that anything might happen. Shadows
branches shadowing acres of land, it bore the fruits dance, candles burn with changing colours and lights
of every tree in the world. Each fruit was as sweet as flicker just on the edge of sight. Mortals dedicated to
ambrosia and infused with power of life itself. a world without wonder find these places extremely
uncomfortable; the more rigid the person’s mind the
Mortals have heard of this tree, but do not know less he enjoys the experience.
its location. Or, those that do will never admit
to it. Those who find it may take a single fruit Magic
from it, a fruit that never spoils and retains its Tap Victories
potency forever. Trying to take more results in Level Required Bane Blessing
terrible, wracking death for those foolish enough 1 1 Poet’s Folly
to consume the poisoned fruit.
2 3 Spellweaver
3 5 Dreamer’s Curse
Magic (Wonder, The 4 7 Kiss of the Dreamer
Unknown, Dreams) 5 9 Fate’s Fancy Avatar of Magic
The world of logic, of cause and effect, of truth
and consequence does not define the limits of reality. Blessings and Banes
Knowledge alone cannot sustain a heart or cause The power of magic grants the following blessings
a child to look up in the sky with delight. That and banes.
is wonder’s providence; the feeling that there is
something out there, just beyond sight and sound, that Poet’s Folly (Ex): An Immortal suffers from this
will always exist outside of our understanding. bane when he achieves his first victory associated
with the power of magic. Every time the character
Although sometimes portrayed as opposing forces, enters combat or makes an opposed skill check he
knowledge and magic are, in truth, two sides of the must first make a Concentration check (DC 20) or
same coin. Wonder drives mortals to constantly seek become dazed for 1d4 rounds.
out knowledge, knowledge opens up untold vistas of
wonder to those who pursue it. Working together they Spellweaver (Ex): An Immortal gains this blessing
create a dynamic that can fuel all of the other aspects when he achieves his third victory associated with
of the universe. the power of magic. He can automatically detect
magic (as the spell) in line of sight. When making
Wonder expresses the other abstract primal powers. a Spellcraft check to determine the aura’s school
Flights of fancy give love form, show the path towards he gains a racial bonus equal to his total number of
hate’s fulfilment and give men hope for victory. victories associated with the power of magic.
Channel Bonus: +1 per victory Dreamer’s Curse (Ex): An Immortal suffers from
Infuse Bonus: +2 per victory this bane when he achieves his fifth victory associated
with the power of magic. Every time he enters combat
Description: The desire to find magic fuels art, or makes an opposed skill check he must first make a
poetry, crafts, madness and despair. Mortals seek it Concentration check (DC 25) or become confused for
as if it were water or air; something without which 1d4 rounds. This effect is in addition to Poet’s Folly
they could not live, but also cannot truly understand. and is determined by the same skill check.
They seek to codify it, never realising that in doing so
they destroy it. Kiss of the Dreamer (Sp): An Immortal gains
this blessing when he achieves his seventh victory
35
WELLSPRINGS
associated with the power of magic. As a standard accepts the limitation of only being able to gain levels
action he may form a static image in his mind and in the wizard, sorcerer or adept classes for the rest of
by making a Concentration check (DC 25 + 5 if the his life, the wellspring will cast a limited wish spell
target is on another plane) send it to any being in the for him. Effect Level: 5.
multiverse.
Whispered Dreams: The presence of the wellspring
Fate’s Fancy (Ex): An Immortal suffers from this infuses the land around it with magic and wonder.
bane when he achieves his ninth victory associated All animals and magical beasts within the area
with the power of magic. Every time he enters develop the ability to cast one 0 level spell per day,
combat or must make an opposed skill check he must chosen by the Games Master on a case-by-case basis.
first make a Concentration check (DC 30) or become Additionally, all mortals born within the area of effect
stunned for one round. This effect is in addition to gain sorcerer as a favoured class instead of whatever
Dreamer’s Curse and Poet’s Folly and is determined favoured class their race ordinarily prefers. Effect
by the same skill check. Level: 1 per one mile radius.
Avatar of Magic (Su): An Immortal gains this Portal to Many Worlds: This physical manifestation
blessing when he achieves his ninth victory associated of the power of magic looks like a square-lintel door
with the power of magic. He may add his Wisdom leading into a solid wall. A character stepping into
modifier (if positive) to his effective caster level when the doorway is immediately transported to another,
casting a spell gained from one of his mortal classes. random, plane. If a group of characters enter they
may be separated or may go to the same destination
Gift Side Effects depending on the Games Master’s whim. Effect
The power of magic augments the character’s Level: 4.
attribute gifts that affect mortal spells he casts. All
Aura investments he makes in such attributes are Students of the Secret Fire: The wellspring has
always considered one point higher than they truly attracted up to 30 CR of wizards and sorcerers, none
are, so long as he invests at least one point. Thus an of which have a CR greater than 10. These magicians
investment of zero results in a total Aura investment of serve the wellspring, defending it from anyone who
zero, but an investment of one point of aura generates would use its powers. Effect Level: 1 (30 CR, Max
the effect of two points. CR 10) + 1 per 5 additional CR and +2 Max CR.
36
WELLSPRINGS
the rushing tide strikes the walls, creating resonant moving, tend to continue moving until something
sounds similar to what a mile-high drum might sound stops them. Similarly ideas, once formed, rarely
like. Deep within the caves, carved by no man’s change by more than a few degrees on their own.
hands, sits a portal that leads to a thousand planes.
Even the gods do not know how to control the portal, Some mortals confuse the power of protection with
although some Immortals use it to escape from their that of law. Order implies rigidity and stability, but
enemies. it can be fragile in its first days. Similarly, chaos
can be quite ‘heavy’, taking on a life of its own and
Sargon’s Stone protecting the constant struggle it embodies with all
Maximum Victories: 7, Limited of history’s weight.
Primal Power: Magic
Effects: Bastion of All that Could Be, Aura of Wonder Channel Bonus: +2 per victory.
(+2 Craft, –2 Profession) Infuse Bonus: +1 per victory
When the Immortal magician Sargon finally Description: Protection’s heavy weight smothers
transcended he took a stone from his fiery crown mortal men, holds the worlds in their orbits and
and cast it down into the world. ‘Take this stone’, provides fertile ground for creation and destruction.
he said, ‘and study what it has to tell you. Within it I The longer a thing goes on, the more power it gathers
place the path of beyond life and death, beyond hope, to it and thus the harder it becomes to overcome it.
beyond fear, beyond truth, into the world that must
come.’ When the stone struck the ground it became Immortals who tap into protection’s power gain
a black rock with a thousand facets. Around it grew a deep understanding of how the universe resists
a mountain and around the mountain grew a forest. change. They can feel the world’s desire to remain as
Within that forest dwell elves and other creatures too it is. They can see it resisting transformation. Some
wondrous to tell. use their powers to prevent these changes. Others,
either wiser or simply not as strong, selectively
Tree of Yu support or oppose changes they feel will better serve
Maximum Victories: 1, Unlimited their own interests.
Primal Power: Magic
Effects: Whispered Dreams (1-mile) Wellsprings of protection radiate an aura of weight
and safety. Things change slowly, if at all, near them.
Like the Tree of Life the Tree of Yu came into being This can be a relief to those who have seen too much
when the universe was born. Unlike the wellspring change or given up too much of themselves in the
of love, the Tree of Yu wove around itself a dense, long struggle to make the future. It may also stifle
magical forest to prevent anyone from approaching those who, through youth or vision, believe the future
it. It was in this forest that the elves found it and could be more than just the sum of what has come
there they still go to it when they wish to begin their before.
ascension to transcendence.
Protection
Tap Victories
Protection (Stability, Inertia) Level Required Bane Blessing
If creation and destruction form a universal cycle and
knowledge and magic a didactic pair describing the 1 1 Unstoppable
creation of the mind, then the concepts of protection 2 3 Hidebound
and victory represent a process so fundamental to life 3 5 Immovable
that mortals rarely notice it. Mortals defend what they 4 7 Entombed
believe to be true, often in the face of overwhelming 5 9 Inevitable
odds and truths. Time and the world’s weight slowly
wear down that defence, until it collapses in a moment Blessings and Banes
of victory. The power of protection grants the following
blessings and banes.
The power of protection fuels this stubborn resistance.
The entire weight of nature stands against change. Unstoppable (Ex): An Immortal gains this blessing
Most things choose to remain unchanged, even in the when he achieves his first victory associated with
face of seemingly overwhelming odds. Objects, once the power of protection. Once an Immortal with this
37
WELLSPRINGS
38
WELLSPRINGS
when the being leaves the area of effect, but is ruler sleeps, waiting for the day when her followers
restored when he returns. Effect Level: 2 per one mile bring her forth for the beginning of their glorious new
radius. era.
39
WELLSPRINGS
Immortals and gods alike sometimes use the sanctuary it might be better or how it might make their lives
as a neutral ground for meetings and discussions. better. As this drive pushes them forward they create
The mortals who dwell there do their best to avoid the future, a world so radically different from the past
intruding on these events. that many people cannot recognise it when they get
there.
Stones of Fire and Shadow
Maximum Victories: 1, Unlimited This power also drives mortals to compete with
Primal Power: Protection one another. Many mortals define their lives by
Effects: Aura of Warding (DR 2/–) how well they do in the endless real and symbolic
competitions they construct to express this urge.
In the basement of the great Temple of Light, closed These competitions consume some of them and raise
beneath an iron door that can only be opened with a others to positions of glory.
silver key, there are three great stones. These stones
existed when the universe came into being. They pre- In Immortals, tapping the power of triumph forces
date the temple, the city and some mystics believe them to confront everything in the world that resists
even the gods. Underneath the temple they sit and change. They sense the constant struggle all around
wait, knowing that in time their power will be needed them. They feel the stifling forces of history and
once more. inertia holding back the future. As the Immortal
progresses in his understanding he may lose sight
Stacked around the stones is a treasure house of dark of how inertia and motion keep one another in
artefacts, each a potent reminder that evil exists in balance. Unchecked, either force could easily destroy
the world. If the temple were ever to come under everything: past, present and future. Unchecked
attack the acolytes would retreat to this chamber for inertia leads to total stagnation; unchecked victory
their final stand. There, bolstered by the power of the leads to a world without any anchor points for minds
stones, they would destroy as many artefacts as they to understand.
could before the temple fell.
Triumph
Triumph Tap Victories
Level Required Bane Blessing
(Motion, 1 1 Heart of the Champion
Roiling Might) 2 3 Competitive
Despite the resistance presented by the 3 5 Future’s Voice
power of protection things do change. 4 7 Compulsive Motion
Objects in motion come to rest. Mortals 5 9 Victory’s Right Hand
overthrow history’s yoke to create
something better. What was once barren
Blessings and Banes
becomes fertile and what was fertile becomes barren.
The power of triumph grants the following blessings
Whether in an ordered progression or wild leaps,
and banes:
change overcomes stability and then settles into its
own pattern.
Heart of the Champion (Ex): When the Immortal
achieves his first victory associated with the power
This power of change, of motion, allows for the
of triumph he gains the ability to gain insight into
creation of the world that wonder and knowledge,
competitions. When engaged in a contested skill
love and hate, say might be. The struggle between
check with another character he may spend his Aura
the forces always results in a momentary victory,
to give himself an insight bonus to the check. Each
which in turn leads to momentary stability and future
point of Aura spent gives him a +1 insight bonus.
conflict.
Aura spent in this fashion is restored after 24 hours,
whether the Immortal rests or not.
Channel Bonus: +1 per victory
Infuse Bonus: +2 per victory
Competitive (Ex): When the Immortal achieves his
third victory associated with the power of triumph he
Description: The power of triumph manifests itself
begins to suffer from this bane. If he is not engaged
in mortals as a relentless drive to transform the world.
in a competition with another intelligence he finds
Mortals cannot look at a thing without imagining how
40
WELLSPRINGS
his attention slipping. Any normal (i.e. uncontested) Aura of Victory: The wellspring’s aura reinforces
skill check he engages in suffers a racial penalty equal mortals’ fighting spirit. All mortals within the
to his total number of victories associated with the wellspring receive a +1 morale bonus per effect level
power of triumph. to contested skill checks. The loser of the check
suffers an equal morale penalty to his next skill check.
Future’s Voice (Ex): When the Immortal achieves his Effect Level: 1 per point of bonus/penalty.
fifth victory associated with the power of triumph he
gains the ability to see the shape of the future. This Bastion of the Champion: The powers of triumph
vision inspires him to act even more strongly against listen to petitions made at the wellspring. Once per
those who hold to the past. He gains a bonus equal lifetime a mortal may come to the wellspring and
to his total number of victories associated with the ask for assistance with some great task. If the task
power of triumph to any opposed skill check with is worthy the powers of triumph grant the character
an Immortal who holds a tap into the power of a +1 bonus to all skill checks and saving throws
protection. while attempting it. If it is not, the character suffers
a permanent –1 luck penalty to all skill checks and
Compulsive Motion (Ex): When the Immortal saving throws in the future. Should the character take
achieves his seventh victory associated with the more than three months to complete the task (or if he
power of triumph he begins to suffer from this bane. fails), he automatically loses one level. Effect Level:
Remaining still for any length of time becomes 4.
physically painful. Each round he wishes not to move
at least five feet he must make a Concentration check Land of Games: The wellspring’s power infuses the
(DC 15 + 2 for each round past the first) or be unable land around it with an aura of competition. When
to prevent himself from taking a move action. a character succeeds in an opposed skill check
within the area of effect he gains a bonus equal to
Victory’s Right Hand (Su): When the Immortal his Charisma modifier to the next skill check he
achieves his ninth victory associated with the power undertakes. Effect Level: 1 per one mile radius.
of triumph he gains its final blessing. The first time he
attempts any skill check he gains a racial bonus equal Champion’s Laurel: The powers of triumph manifest
to his positive Charisma modifier. This bonus only themselves as a low, evergreen laurel studded with
applies to the first attempt; any subsequent attempts winking lights like stars. Winners crowns made from
do not receive the bonus. this laurel are also evergreen. More importantly, the
crown grants the wearer a +2 competence bonus to
Gift Side Effects a single skill. The wearer may also use the crown
The power of triumph grants a racial bonus equal to to take 20 on one check with the affected skill, but
the total number of victories associated with it to any doing so causes the crown to crumble into dust. Each
power calling for an opposed Infusion check. When champion’s laurel can produce one crown per month.
the character loses a contested skill check called for Effect Level: 4
by a power, his next skill check (uncontested or not)
suffers an equal penalty. Gladiators of the Greatest Game: The power of
triumph gathers competitors and warriors to it like
moths to a flame. These men are generally fighters
Effect on Challenges or barbarians. This effect starts with 50 CR of
Triumph requires the challenger to overcome not combatants gathered around the wellspring, with a
only the challenge, but also additional threats placed maximum CR of 15. Each additional level increases
along the way. Each triumph great challenge has one the total CR by +10 and the Max CR by +2. Effect
additional challenge of might associated with it. If Level: 1 (50 CR, Max CR 15) + 1 per 10 additional
the Immortal fails this challenge he does not pass the CR and +2 Max CR.
great challenge.
Example Wellsprings
Wellspring Effects The Games Master may place any of the following
The wellsprings of victory may have any or all of the wellsprings of victory in his campaign world.
following effects. Alternately, he may use them as templates for
wellsprings of his own design.
41
WELLSPRINGS
Coliseum Primal Power: Triumph
Maximum Victories: 12, Limited Effects: Aura of Victory (+2), Bastion of the
Primal Power: Triumph Champion
Effects: Champion’s Laurel, Gladiators of the Greatest
Game (130 CR, Max CR 31) In the capital of a great empire there is a marble-sided
well. The city dwellers come to the well in the dead
Great empires the world over build vast amphitheatres of night to leave offerings of blood upon the stones.
in which to entertain the masses. All of these are In return, they believe the ‘god of the well’ will give
simply echoes of the first, great Coliseum that came them long life and prosperity. Most of those who
into being when the universe first sprang from the ask for assistance with a particular problem receive
gods’ minds. This great structure, sheathed in golden it, but if they fail to resolve their problem their
stone, stands upon the highest mountain peak. There, death usually swiftly follows. This dual-edged
mortals may compete for the gods’ amusement. The reputation has earned the well a deserved reputation
greatest competitors might, in time, be rewarded with as both a blessed and a cursed spot, one as tricky and
Immortality themselves. unpredictable as any devil.
The Coliseum hosts constant games, some among No one remembers the story of how this created
mortals and others among Immortals or outsiders. wellspring came into being. Nor do the locals know
Each game consists of a variety of challenges, most of about the Immortals who tap into the well’s might for
them fatal to those who fail. The master of the games, their own gain.
a powerful celestial being of unknown origin, hands
out champion’s laurels to those who succeed. Those
who fail are buried with honour on the mountain Elemental Powers
slopes. When the elder gods raised the world from primordial
chaos they did so through will alone. That will took
The Coliseum is a foundation stone wellspring. substance in the form of the six elemental powers.
Each elemental power embodies a substance, a
Grove of Champions process and an aspect of reality without which the
Maximum Victories: 3, Unlimited world would decay back into nothingness. Four of
Primal Power: Triumph these powers (earth, fire, water and wind) make up
Effects: Champion’s Laurel, Gladiators of the Greatest all of physical reality, from the world of mortals to
Game (70 CR, Max CR 19) Land of Games (3 miles) the furthest outer planes. The other two (positive and
negative energy) bind together to create the spirit of
Deep in the forest heart of an island kingdom, the every creature born in the multiverse.
Grove of Champions was born when four great
kings made a bold decision. They declared their An elemental power in isolation can create very little.
four kingdoms must become one for the good of the For example, the power of earth can manufacture
people. They agreed to a great contest; the winner sterile rock and stone, increase the weight of things or
would become lord of the unified kingdom, the losers make them even more solid than they already are. In
would become sacrifices to the gods to ensure the the hands of a dedicated weaver of spells this might
winner’s prosperity. The grove where they met for be enough to raise a wall or shatter an army.
their final conflict is now a sacred place, a created
wellspring of triumph where vision overcame pride Despite its usefulness as a parlour trick, though, this
and hope overcame war. is not the elements’ true power. The elements are the
building blocks of creation, meant to fit together in
An order of sacred knights protects the grove from harmony. Even ‘opposed’ elements like air and earth
any who would desecrate it. About half the knights mingle to create everything from dust to sunlight. By
are Immortals in their own right, having passed mastering these interactions mortals can reshape the
the challenges the Grove presents. The other half world, while Immortals can hope to someday rival the
consists of well-trained mortal warriors who will lay gods themselves.
down their lives to defend the Grove.
Most mortal races easily recognise the influence of
Well of Ill-omens the four ‘physical’ elements. Indeed, much of mortal
Maximum Victories: 2, Unlimited magic and science focuses on the effort to manipulate
these elements. Magicians try to control the weather,
42
WELLSPRINGS
bring water up from the parched earth and sometimes Channel Bonus: +2 per victory
even bring mountains down for their own ends. Infuse Bonus: +1 per victory
Common folk also recognise the importance of these
powers; after all, an imbalance in the ratios between Description: Mortals use tools to shape the earth
earth and fire or wind and water can destroy their under their feet into homes, cities and nations. Some,
livelihoods in an instant. like the dwarves, spend their entire lives within it.
Others walk upon its surface or sail high above it. In
The two ‘spiritual’ elements present a conundrum to either case they draw wealth, materials and substance
mortal thinkers. They can recognise the difference from it. Many even worship the soil and stone as a
between fertile and infertile soil, between poison god.
and wine, but can usually explain these things away
through the four physical elements. They cannot Where elemental earth touches positive energy it
quite grasp how important the raw power of life is spawns so-called earth elementals. Within their
or how important a role death plays in changing the own rocky realm these spirits build strange societies
structure of things. based on their understanding of weight and measure.
When called to the mortal realm they draw upon the
Immortals who tap into the elemental powers take substance of the world, forming a body of soil and
up the gods’ tools. Their perceptions expand to stone. While away from their home their perceptions
encompass the play of powers underlying the physical become extremely limited, they can only sense and
and spiritual structures of all things. Many develop understand things containing earth.
the ability to spontaneously create objects, spirits
and even mortal creatures as they ascend towards An Immortal drawing on elemental earth begins his
transcendence. A rare few can even create souls, a journey by learning to make and shape primal earth.
power much coveted by gods and mortals alike. As his connection deepens he begins to perceive
earth’s place as the stable portion of the elemental
Wellsprings of elemental power usually display balance. This stability lends him great strength,
signs of an unhealthy imbalance in the world. The but also begins to limit his actions and his ability to
wellspring itself may be quite beautiful, but its move. Eventually, he becomes more elemental than
presence scars the land. Even the light may look off, mortal, bound to see only what involves the power he
tainted with odd colours or with an unnatural feel as it commands.
is stripped of its components.
Wellsprings of elemental earth are usually located
in areas devoid of life as little can survive such
Earth (Stone, Mountains) tremendous imbalance. These barren areas ‘feel’
Everywhere mortals look they see the manifest power heavy to those within them, as though a great weight
of earth. Great walls of stone encircle mortal cities. pressed down upon all who dare to intrude. Mortals
Fields of ploughed soil groan under the weight of who remain within the wellspring for too long
crops. Those crops will be stored in vessels made of become lethargic and may eventually cease moving
fired mud, preserved for future use in case of need. all together.
High mountains block travel across the world, while
seemingly endless deserts give mute testimony to the
earth’s vast expanse. Blessings and Banes
The power of earth offers the following blessings and
Earth’s might extends even further. The substance banes.
of earth lends its strength and weight to all physical
objects. It keeps things bound
tightly together, allows man to Earth
walk upright and pulls thrown Tap Victories
objects back down to the soil. Its Level Required Bane Blessing
strength prevents the mountains 1 1 Slow Speech Hard Bones or Path to Stone
from falling under their own great 2 3
weight. Wherever things exist, 3 5 Weight of the Mountain Stone’s Truth
earth lends itself to their use. 4 7
5 9 Sunken Bones Earth’s Steady Hand
43
WELLSPRINGS
Slow Speech (Ex): When an Immortal achieves his Earth’s Steady Hand (Su): When an Immortal
first victory associated with elemental earth he begins achieves his ninth victory associated with elemental
to suffer from this bane. His speech slows down as earth he earns its final blessing. A number of times per
earth’s weight intrudes into his mind and soul. When day equal to his Constitution modifier the Immortal
the character tries to communicate with a creature may negate any one damage-dealing attack, including
without an earth tap he suffers a –2 penalty to Bluff spells. The Immortal may not negate attacks that deal
and Diplomacy checks. Furthermore, using the Bluff fire damage.
skill in combat takes a full round action rather than a
standard action. Gift Side Effects
Elemental earth grants a bonus equal to the total
Hard Bones (Ex): When an Immortal achieves his number of victories associated with it to any skill
first victory associated with elemental earth he may checks required by numen gifts that summon earth
select either this blessing or Path of Stone. Hard elementals. It deals a –5 feet per victory penalty
Bones grants the character damage resistance against to attribute or power gifts granting extra movement
bludgeoning attacks equal to his total number of unless that movement specifically involves burrowing.
victories associated with elemental earth. This Elemental earth never gives a gift capable of granting
damage resistance stacks with other forms of damage flight.
resistance the character may possess.
Effect on Challenges
Path to Stone (Su): When an Immortal achieves his The elementals of earth jealously guard their source
first victory associated with elemental earth he may from interference by mortals. Any creature attempting
select either this blessing or Hard Bones. The Path to to tap into elemental earth will always face at least
Stone gives the character the ability to summon a five one challenge of strength in step of apotheosis.
foot by five foot cube of common stone each round
as a standard action. This stone must connect on
one side to existing stone or soil. The Immortal can Wellspring Effects
create this stone at a 120 foot range. If the Immortal The wellsprings of earth may have any of the
creates the stone in an occupied square the occupant following effects.
must make a Reflex save (DC 12 + the Immortal’s
Charisma modifier) or be knocked prone. Aura of Weight: The wellspring’s aura of elemental
force both strengthens and slows everything within.
Weight of the Mountain (Ex): An Immortal begins Creatures in the aura gain a +1 bonus to their Armour
to suffer from this bane when he achieves his fifth Class but suffer a – 5 feet penalty to their non-
victory associated with the power of elemental burrowing movement per effect level. There is no
earth. He loses a number of feet per round from his saving throw against either effect. Effect Level: 1 per
overall movement speed equal to his Aura attribute. point of bonus/penalty.
Furthermore, he cannot willingly teleport himself,
although a hostile effect may teleport him against Bastion of the Mountain’s Heart: The elemental
his will. earth listens and responds to sacrifices offered up at
the wellspring. Once per year a mortal may offer up
Stone’s Truth (Ex): When an Immortal achieves his life in return for the earth’s bounty. The blood sacrifice
fifth victory associated with elemental earth he gains requires at least ten points of Constitution from the
this blessing. Stone’s Truth allows the Immortal to character or other creatures. Each Constitution point
cast commune with nature once per day. He casts this above the ten causes the bastion to return d4 gems of
spell as a druid with a class level equal to 5 plus his random quality. If the creature survives the sacrifice
total number of victories. If he has druid class levels it suffers ability drain rather than damage. Effect
he may add them to this total. Level: 4.
Sunken Bones (Ex): An Immortal begins to suffer World’s Bones: The aura of elemental earth radiating
from this bane when he achieves his ninth victory from the wellspring strengthens stone in a one mile
associated with elemental earth. The character per effect level radius. All stone native to the area
becomes an outsider with the earth subtype. This does gains a bonus to its hardness equal to the maximum
not give the character any additional abilities, but he number of victories the wellspring supports. This
can now be targeted by spells affecting outsiders and bonus remains if the stone is removed from the area.
banished to the plane of earth.
44
WELLSPRINGS
It does not apply to stone brought into the area from The gods caused the Stone of Forever to come into
outside of the effect’s radius. Effect Level: 1 per one being when they wished to quarry stone for their
mile radius. palaces. They set it in a cave deep under a mountain
made of goldstone, a shimmering red stone laced with
Veins of the Earth: Elemental earth manifests in brilliant golden flecks. Its presence strengthened the
the wellspring as a twisted tree of silver, mithral, normally soft stone enough for it to be of use in
adamantine, gold and platinum. This ‘tree’ erupts buildings. After they finished, the gods sealed their
from pure ‘roots’ of these materials reaching deep quarry with even more stone, this one as black as
into the earth. Harvesting more than 15 pounds of night.
material from the tree in a month causes it to wither
and die. Once destroyed, it takes 2d4 years for the When mortals discovered the Stone of Forever they
tree to restore itself to the point where harvesting will wondered at the huge, hewn cavern around it. The
not immediately kill it. Effect Level: 4. black stone sits in the middle of a mountain cave the
size of a giant city. Over time the dwarves quarried
Knights of the Mountain Heart: The spirits of new stones and built their greatest city in the cavern.
elemental earth rise to protect the wellspring’s Only the greatest dwarven sages know about the
secrets. Earth elementals will prevent any creature Stone of Forever or realise its immense power.
without a tap into elemental earth from entering the
premises. This effect starts with a total of 30 CR Nancarus’ Cave
in elementals, with a Max CR of 10. Each effect Maximum Victories: 2, Unlimited
level invested adds +10 to the total CR and +3 to the Primal Power: Earth
maximum CR. Effect Level: 1 (30 CR, Max CR 10) + Effects: Bastion of the Mountain’s Heart
1 per 10 additional CR and +3 Max CR.
Not even the gods know if Nancarus, the lord of the
Example Wellsprings Court of Shadows, claimed this cave because of its
The Games Master may place any of the following power or if the cave gains its powers from his claim.
wellsprings of earth in his campaign world. In either case the great wyrm’s cave is now a powerful
Alternately, he may use them as templates for wellspring of elemental earth. The dragon uses this
wellsprings of his own design. power to fuel his immortality as well as to gather
wealth. This wealth he dispenses to his draconic
Tree of Silver and Gold followers.
Maximum Victories: 4, Limited
Primal Power: Earth The cave’s mouth gapes like a wound in the side of
Effects: Veins of the Earth a high, snow-capped mountain. It is wide enough
to be seen from miles away and high enough to
In a hidden valley far from mortal men there grows a accommodate a great wyrm standing erect. Chromatic
tree made of silver and gold. This tree reaches up to dragons fly in and out of the cave constantly. Some
the sky with metal branches, occasionally shedding a come to seek audience with the Court; others have
precious leaf in response to wind and weather. The business with Nancarus himself.
shed leaves may simply lie where they fall. A few,
however, make their way to the mountain streams,
where the water carries them down into mortal lands.
Fire (Flame)
Before mortals learned to harness fire they were
A single leaf can make a farmer’s fortune or set a shackled by darkness and limited to using such
young man on a road to an adventure he will never natural materials as they could scavenge. With fire
return from. came light and warmth, as well as the ability to
transform one material into another. With the power
This foundation stone wellspring came into being of transformation came all of civilisation’s wonders:
when the gods spun the world. metal, ceramics, bricks and hardened woods.
Everywhere mortals look they see the results of their
The Stone of Forever mastery over flame.
Maximum Victories: 1, Unlimited
Primal Power: Earth In its raw state, fire provides both light and warmth.
Effects: Aura of Weight (+1 AC, –5 ft. Movement), It can also loosen the bonds between the other
World’s Bones (2 mile radius) elements, allowing objects to change their innate
45
WELLSPRINGS
balance of forces. This latter property makes fire alone in their explorations of the infinite fire. In the
terribly destructive; uncontrolled change can as easily course of these explorations many have mingled their
lead to total annihilation as to something wonderful. essence with that of other primal powers, giving rise
Fire’s destructive properties force mortals to treat it to the salamanders, efreeti and even stranger things.
with great caution; it is both the foundation of their These ‘mingled’ spirits have interests that sometimes
civilisation and the one thing that could completely intersect with the mortal world.
consume it.
Immortals who tap elemental fire first gain the ability
Channel Bonus: +1 per victory to channel bits of primal fire into the world. As they
Infuse Bonus: +2 per victory develop their powers they begin to see the role primal
fire plays in the transformation of all things. They
Description: Mortals both fear and worship the come to realise that without fire, seeds could not grow
power of fire. Most mortals touch small, chained fires into grain nor children grow into adults.
every day. They use these domesticated flames to
light their homes, to bake bread and to heal wounds. Blessings and Banes
Without these slaves the civilised world would cease The power of fire offers the following blessing and
to exist. Yet, they also know that their cities and cosy banes.
homes could vanish in an instant if a slave flame were
to break free. A small mistake, an unchecked fire or Mantle of Fire (Ex): When an Immortal achieves his
an overturned fire-pot and even the greatest city of first victory associated with elemental fire he must
mortal man would fall in flames. choose between this blessing and Path to Fire. If he
selects this blessing he develops the ability to ignite
Where fire touches positive energy it his Aura into flame. As a standard action he may
gains intelligence and will. The spend one point of Aura to radiate light bright enough
resulting creatures, called fire to illuminate a 120 foot radius for a number of rounds
elementals, have no interest equal to his Charisma modifier. While using this gift
in serving mortals. They the Immortal cannot use Hide to obscure his location,
wish only to be left but does gain a +2 circumstance bonus to AC. This
light, which comes from pure elemental fire, does not
have the effect of sunlight on undead.
46
WELLSPRINGS
47
WELLSPRINGS
Knights of the Flame: Spirits of elemental fire watch From this flame come the bridge’s protectors: a huge
over the wellspring. These spirits may be a mix of elder fire elemental and a small host of lesser fire
fire elementals, salamanders and efreeti. The knights spirits. These creatures will prevent mortals from
include 30 CR of creatures with a maximum CR of approaching the bridge by any means necessary.
10 per creature. Each additional effect level invested They avoid direct conflict with powers greater than
increases the total CR by 10 and the Max CR by they; instead they use trickery and deception to
3. Effect Level: 1 (30 CR, Max CR 10) + 1 per 10 achieve their goals.
additional CR and +3 Max CR.
Cathedral of the Purifying Flame
Example Wellsprings Maximum Victories: 7, Limited
The Games Master may place any of the following Primal Power: Fire
wellsprings of fire in his campaign world. Alternately, Effects: Bastion of the Consuming Fire, White Flame
he may use them as templates for wellsprings of his
own design. Just before she transcended the mortal world the
mighty Immortal priestess Verlia Pirelli set her
Flame in the Sea sword into her temple’s altar stone. The sword’s
Maximum Victories: 3, Limited blade became a dancing white flame capable of
Primal Power: Fire transforming anything it touched. The entire temple
Effects: White Flame became infused with elemental fire, with the flame
acting as a conduit for that might. Any mortal who
Sailors’ chanties tell of a place, far out to sea, where so desires may petition the flame for a new life.
a man might look over the side of his ship and see a Sometimes the petition is granted. Other times, the
single star shining in the deeps. Being superstitious power refuses the request without saying why.
sorts, sailors claim this light comes from the
unblinking eye of an elder god chained to the ocean This power to transform gave rise to a cult dedicated to
floor by other gods fearful of his power. Sages know finding and helping those who need a second chance
these crude men refer to one of the great wonders of in life. This cult, the Brotherhood of the Helping
the world, a foundation wellspring of elemental fire Flame, gives aid and sustenance to those who need it.
called ‘Flame in the Sea’. Those unfortunate souls the Brotherhood cannot help
they bring, by force if necessary, to the Cathedral for
This wellspring is located two hundred fathoms ritual purification and transformation.
below the water’s surface. It looks like a man-tall
candle flame attached to the seafloor. Anything that
comes in contact with the flame suffers an immediate,
Positive (Life)
Mortals describe the first of the two spiritual elements
sometimes irrevocable change to its basic nature as as ‘positive energy’. This title, though, tells them
elemental fire unbinds its components. Some sages even less than they truly know about it. It implies
seek out the flame in order to test their personal a kind of physicality, as though the substance of life
hypotheses about how the gods made reality; others itself were nothing more than lightning or thunder.
seek it out for the raw power it holds. Lacking a better term though mortals continue their
debates, seeking knowledge about something that
Bridge of the Sun may, in truth, be unknowable.
Maximum Victories: 2, Unlimited
Primal Power: Fire Positive energy is the generative force of life itself.
Effects: Knights of the Flame (40 CR, Max CR 13) It does not create life; this element by itself simply
exists as a possibility. Instead, when combined in
In the rocky lands of the desert sun there sits a wonder measures with the physical elements it animates
of the world unlike anything made by mortal hands. them, giving them volition and will. Unchecked,
It is a ‘natural’ bridge of butter-coloured stone. One this element would spread like wildfire, granting
end has anchored itself firmly in the ground. The everything in existence a kind of sentience.
other reaches up towards the sky. At the bridge’s end
burns a flame so bright mortals have difficulty looking When combined with the other spiritual element,
upon it. positive energy becomes part of what mortals call a
‘soul’. This soul contains the essence of a person,
his personality, experience, hopes and dreams. It
48
WELLSPRINGS
49
WELLSPRINGS
20 foot radius. This affects undead as if they had Aura of Light: The wellspring’s aura of positive
entered sunlight. Living creatures below zero hit energy infuses everything within it with an inner
points immediately heal to zero. They also lose glow. Undead suffer a –1 penalty per effect level
a corresponding number of hit points from their to all attack rolls and skill checks. Living creatures
maximum total hit points. Each round the Immortal gain a +1 bonus per effect level to Fortitude saves
maintains the heart of light he expends one point to resist exhaustion and to Concentration checks to
of his Aura. These points return 24 hours after the resist the effects of pain. Effect Level: 1 per point of
Immortal ceases using this ability. bonus/penalty.
Shining Bright (Ex): When the Immortal achieves Bastion of Leaping Lights: Positive energy has
his ninth victory associated with positive energy he built up in the wellspring to the point where it has
begins to suffer this bane’s effects. Whenever he achieved a kind of sentience. Once in his lifetime a
channels positive energy by turning undead or using mortal may petition this awareness, offering up his
a gift or blessing associated with positive energy he life in exchange for the life of one other, already
lights up the universe with a blinding blaze. Any dead person. The mortal instantly dies and cannot be
creature associated with an elemental power may brought back to life through any means. The person
detect his presence by making an Infuse check (DC he wishes to raise will return to life in 1d4 days. The
10) if they are within a 100 mile radius of the point target’s body is cured of all illnesses and restored to
where the Immortal activated his powers. youth. Effect Level: 5.
Sun’s Harsh Hand (Ex): When the Immortal Light from the Corners: Positive energy causes the
achieves his ninth victory associated with positive area around the wellspring to shimmer with almost
energy he gains its final blessing. The Immortal may, visible light. Living creatures within the area of effect
as a standard action, make a touch attack against any gain a +1 bonus to their saving throws to resist disease,
creature or object within touch range and expend a massive damage and negative levels. Undead within
turn undead attempt. When he does so, the target the area lose one point from their Damage Resistance.
must make a Fortitude save (DC 20 + the total number These effects end when the character leaves the area
of victories associated with positive energy). If it fails of effect. Effect Level: 1 per one mile radius.
an object vanishes in a spark of rainbow light or the
living creature takes 20d10 damage. If it succeeds the Crystal of Infinite Worlds: Positive energy has
object is unharmed or the creature takes half damage. crystallised into a crystal as large as a man. A
character standing before the crystal can, with a
Gift Side Effects Concentration check (DC 30), cause it to show him
Positive energy infuses every action the Immortal anywhere in the universe where positive energy
takes. His gifts cannot be used to assist creatures motivates life. This scrying shows a single, static
that have imbued themselves with negative energy. picture then fades away. Effect Level: 4.
He may not target an undead, evil cleric or other
character with the ability to rebuke undead with gifts Knights of the Blazing Sun: Wellsprings of positive
granting bonuses, healing or protective abilities. energy tend to create their own defenders. These
creatures may be elementals, celestials or infernals
This limit does not apply to the Immortal if he wields of any sort. The first effect level allows for a total of
both positive and negative energy taps. 30 CR of creatures with a maximum CR of 10. Each
additional effect level invested increases this by +10
Effect on Challenges CR and increases the Max CR by +3. Effect Level:
Positive energy demands considerable effort on the 1 (30 CR, Max CR 10) + 1 per 10 additional CR and
part of its Immortals. Every great challenge associated +3 Max CR.
with this power must be a challenge of life.
Example Wellsprings
Wellspring Effects The Games Master may place any of the following
The wellsprings of positive energy may have some or wellsprings of positive energy in his campaign
all of the following effects. world. Alternately, he may use them as templates for
wellsprings of his own design.
50
WELLSPRINGS
51
WELLSPRINGS
purpose: it keeps the positive energy within from to consume their lives. The idea that their own end
touching more mythic force while also protecting the might be part of the cycle built into things scares
wellspring from interlopers. them. That this end might need a spiritual force to
ensure it happens and that this force might just be a
Thunder’s Peak tool like the other elemental powers, scares them even
Maximum Victories: 1, Limited more. If it is a tool and not a hostile force then anyone
Primal Power: Fire could take it up for their own ends.
Effects: Light from the Corners (1 mile)
Negative energy does not, as a rule, create its own
This tall peak stands guard over a hero’s grave. No elementals. Even things that appear to be negative
one remembers his name or his fate, but local legends energy spirits are, at their core, the decayed remnants
claim that any man visiting his grave will find peace of some other kind of creature infused with the power
and health there. to end. That these creatures often turned to negative
energy in an attempt to sustain their lives is an irony
The grave itself is located in the middle of a high of the first order. That it does so is not entirely
cliff. Anyone who wishes to reach it must make five surprising; so long as a spirit has a small spark of
Climb checks (DC 20) if coming from the bottom or positive energy left the interaction between the two
three (DC 10) to rappel down the cliff. Some claim forces can provide something resembling life.
the hero’s ghost will speak to those who sleep in his
home, but none who dare such a feat have seen it for Immortals who associate with negative energy are not
the last hundred years. necessarily evil. Many are, as the power to end the
universe appeals to personalities that align naturally
with darkness. When they begin their association
Negative (Death) they sense negative energy’s overwhelming hunger
Mortals call the second spiritual element ‘negative and its constant demands to be unleashed. Later, as
energy’. They associate it with darkness, death and their understanding and the depth of their connection
the forces of evil. By giving it a name mortals hope grows the Immortals may begin to see how negative
to understand it. Through understanding, mortals energy works in combination with the other five
hope to tame it or at least somehow keep it away from elements to create rather than destroy the world.
their own precious lives. In truth though, they simply Immortals that achieve this level of understanding
do not understand its place and role in the universe. tend to reach apotheosis soon afterwards.
What mortals do not understand they fear. What they
fear they hate and brand as evil. Wellsprings of negative energy have a brittle feel
about them. The surrounding landscape seems
Negative energy is no more good or evil than any of to have been sucked dry of all life. What living
the other elements. Like fire or water it can be used to creatures remain are sickly and weak. The undead
destroy. Like earth or wind, it can create if properly usually congregate in such places, raising up hideous
harnessed. When in balance with positive energy it mockeries of human courts.
builds the channel through which the powers of love
and hate, knowledge and wonder enter the universe.
Blessings and Banes
By itself, negative energy brings quiet and stillness The power of negative energy gives the following
to things. It freezes water, makes fire die down and blessings and banes.
draws the heat from the earth. When it overwhelms
its counterpart it causes a creature’s
animation to cease, leading to its Negative
death.
Tap Victories
Level Required Bane Blessing
Channel Bonus: +1 per victory
1 1 Touched by Shadows Shadowed Heart or Path to
Infuse Bonus: +2 per victory
Midnight
Description: Mortals readily 2 3
acknowledge negative energy’s 3 5 Ebon Eyes Draw in the Light
presence. They want to think of it as 4 7
an evil force, reaching out hungrily 5 9 Eternal Cold Night’s Soothing Hand
52
WELLSPRINGS
Touched by Shadows (Ex): When an Immortal Night’s Soothing Hand (Su): When an Immortal
achieves his first victory associated with negative achieves his ninth victory associated with negative
energy he begins to suffer this bane’s effects. His energy he gains access to its ultimate blessing. He
body can no longer absorb positive energy. This may make a level-draining attack by successfully
means he cannot be healed by magical means. He touching his target and expending a rebuke attempt.
does not take damage from positive energy effects nor This attack drains the Immortal’s Cha modifier in
do inflict wounds spells cure him. levels from the target. The Immortal heals five hit
points for every level drained. The DC to shake off
Shadowed Heart (Ex): When an Immortal achieves the negative levels is 25.
his first victory associated with negative energy he
must select either this gift or Path to Midnight. If Gift Side Effects
he chooses this gift his body is infused with negative Negative energy infuses every action the Immortal
energy. An inflict damage spell targeting him actually takes. His gifts cannot be used to assist creatures that
cures damage, while a cure wounds spell deals have imbued themselves with positive energy. He
damage. may not target a good cleric or other character with
the ability to turn undead with gifts granting bonuses,
Path to Midnight (Su): When an Immortal achieves healing, or protective abilities.
his first victory associated with negative energy he
must select either this gift or Shadowed Heart. If This limit does not apply to gifts affecting the
he chooses this gift he may rebuke undead as an evil Immortal himself if he possesses both negative and
cleric up to three times per day. His effective cleric positive energy taps.
level is equal to 5 + the total number of victories
associated with this power. If he already has cleric Effect on Challenges
levels with the ability to rebuke undead he instead Gives information about the effect the primal power
gains a bonus to his effective cleric level for rebuking has on challenges undertaken at its wellsprings.
equal to 5 + victories and gains three additional These effects apply regardless of the wellspring’s
rebuke attempts per day. own effects, as described above.
Ebon Eyes (Ex): When an Immortal achieves his
fifth victory associated with negative energy he Wellspring Effects
begins to suffer from this bane. The Immortal no Wellsprings of negative energy may have some or all
longer sees using mortal perceptions. Instead, he of the following effects.
senses everything as a conflux between positive and
negative energy. His eyes become jet-black orbs. Aura of Stillness: The wellspring’s aura of negative
On the positive side, he gains darkvision 30 feet. energy sucks away the life’s energy embedded in
However, he can no longer use the Sense Motive or the world. This effect manifests as a cold, thin mist
Search skills. rolling along the ground. This mist climbs up any
item it touches as if it had a mind of its own. Non-
Draw in the Light (Ex): When an Immortal achieves undead within the area of effect must make a Will
his fifth victory associated with negative energy he save (DC 10 + the wellspring’s maximum number of
gains this blessing. When a person channels positive victories) or suffer a –1 per effect level penalty to all
energy or uses a gift associated with positive energy saving throws. The character must make this saving
within 30 feet of the Immortal he may use one of his throw once each hour until he fails. Undead within
own rebuke undead attempts to immediately cancel the area of effect may add the effect’s level to their
the action. Doing this is a free action that does not HD for the purpose of determining how many undead
provoke an attack of opportunity. a turn undead check effects. Effect Level: 1 per effect
level.
Eternal Cold (Ex): When an Immortal achieves his
ninth victory associated with the negative energy he Bastion of Hunger: The negative energy within the
suffers from this bane’s effects. He no longer heals wellspring has gained a kind of sentience. With this
naturally. He may convert one rebuke attempt into d4 awareness comes an insatiable hunger that stillness
points of healing if no other healing is available. cannot satisfy. Once per lifetime a mortal may come
to ask this awareness for a favour. If the mortal
agrees to give up part of his essence, in the form of
five attribute points of the energy’s choice, it will
53
WELLSPRINGS
54
WELLSPRINGS
Once two great kingdoms clashed in ‘glorious’ battle bear fruit. Great rivers carry goods from city to city.
in a fertile mountain valley. Noble knights crouched Oceans cover the world, separating lands and giving
over long lances as they urged their white chargers rise to entire cultures.
forward. Arrows fell like steel-tipped rain onto the
massed infantrymen while heralds cried out the In isolation, the power of water can create great
names and deeds of a hundred honourable families. torrents of lifeless liquid. Left unchecked it would
When the slaughter finally finished only the crows flood the world with stale liquid, smothering
remained. everything under its weight. Such power can provide
marginal sustenance for those in desperate need or
The carnage blighted the vale and all who lived destroy a hundred leagues of cultivated land.
within it. The soil could no longer support life;
creatures within the vale could not heal or give Water’s might lends objects their flexibility and
birth. Worse, the first full night after the great battle coherence. Without water metal would shatter under
revealed a further horror; the men who fought and an impact and flame die when wind touched it. Water
died in the valley continued on their war as ghosts. makes earth soft so that mortal hands can shape it,
Most of these creatures do not notice mortals who only to be driven out by fire to form weapons of war
accidentally stumble into their midst. A few, though, or ploughshares. It similarly supplies living creatures
hate everything alive enough to break aside from their with the flexibility to move, despite the weight lent
ancient battle long enough to chill a bit of flesh. them by the earth.
55
WELLSPRINGS
Formerly solid objects may become flexible, iron rots Graceful Motion (Ex): When an Immortal achieves
and wood turns into putrid mush far more quickly his fifth victory associated with elemental water he
than seems natural. The creatures in such a place gains this blessing. A number of times per day equal
generally develop amphibious characteristics, even if to his Dexterity modifier he can momentarily infuse
they are not amphibians normally. his body with the fluidity of water. This allows him to
take 20 on one Escape Artist or
Water Tumble check. Activating this
Tap Victories ability is a free action.
Level Required Bane Blessing
1 1 Gliding Steps or Path to the Waves Dream of the Waves (Ex):
When an Immortal achieves
2 3 Turgid Flow
his seventh victory associated
3 5 Graceful Motion
with elemental water he suffers
4 7 Dream of the Waves from this bane’s effects. When
5 9 Water’s Rolling Hand he slumbers he must make
a Concentration check (DC
Blessings and Banes 30). If he fails this skill check the Immortal dreams
The power of water grants the following blessings of the endless deeps. He cannot awaken for 1d4 days,
and banes. unless he suffers half or more of his current hit points
in damage. While dreaming he heals 6 x his mortal
Gliding Steps (Ex): When an Immortal achieves character level in hit points per day and heals one
his first victory associated with elemental water point of attribute damage or drain per day.
he must choose either this blessing or Path to the
Waves. Gliding steps allows the character to move Water’s Rolling Hand (Su): When an Immortal
with water’s fluidity. He may move over difficult achieves his ninth victory associated with elemental
terrain (e.g. rubble, an uneven cave floor or thick water he gains access to its ultimate blessing. The
undergrowth) using one square of movement rather Immortal gains the ability to momentarily transform
than two. his body into a liquid state with effects similar to
gaseous cloud spell for a number of rounds equal to
Path to the Waves (Su): When an Immortal achieves his Charisma modifier per day.
his first victory associated with elemental water he
must choose either this blessing or Gliding Steps. Gift Side Effects
If he chooses this blessing he gains the ability to Elemental water grants a bonus equal to the total
channel a five foot cube of water into any space number of victories associated with it to any skill
within 120 feet. Creating this water is a standard checks required by numen gifts that summon fire
action. If he creates this water a significant (30 feet elementals. Gifts associated with elemental water
or more) height above a target he can strike the target cannot create light or force effects.
for 2d6 bludgeoning damage if he makes a successful
ranged touch attack roll, using Intelligence rather than
Effect on Challenges
Dexterity as the modifying attribute. This water is in
Elemental water requires strength of self to master its
every way normal and deforms as it interacts with the
boundless depths. Each step of apotheosis involving
environment. It is also completely sterile and cannot
the power of elemental water must involve at least one
support fish or other life forms.
challenge of will.
Turgid Flow (Ex): When an Immortal achieves
his third victory associated with elemental water Wellspring Effects
he begins to suffer this bane’s effects. When the Wellsprings of water may have some or all of the
Immortal is confined in an area for more than one following effects.
hour he must make a Concentration check (DC 20) to
resist falling asleep. Each hour after the first he must Aura of Waves: The power of elemental water
make an additional Concentration check (DC 20 + 2 flows through everyone who enters the wellspring.
per hour) to resist the lull of sleep. If he fails he sleeps Everything within the area of effect gains Energy
for 2d4 hours before beginning the cycle anew. Resistance (fire and cold) 2 +1 per level of the effect.
However, each time a living creature takes advantage
of this protection he must also make a Fortitude save
56
WELLSPRINGS
(DC 10 + the wellspring’s maximum number of creatures thus submerged stop breathing after three
victories). If he fails this save one random object on rounds. One round after that, submerged creatures
his body instantly rots away. Effect Level: 1 per point enter a deep, lethargic trance. They no longer age nor
of bonus/penalty. do they breathe or require physical sustenance.
Bastion of the Deeps: The powers of elemental water Things placed in the infinite pool do not vanish
will respond to a mortal who leaves an appropriate forever. An elder water elemental may retrieve an
sacrifice at the wellspring. This response is almost item or creature from an infinite pool. Similarly, an
always in the form of an elemental servant (CR Immortal with the Command Waters gift can make
determined by the Games Master) who will an Infuse check (DC 25) to similar effect.
assist the penitent by performing one Retrieving an item requires one
action within its power. Elemental hour for every full year since
water requires a sacrifice of the self in its first immersion.
order to grant this boon; the character must
voluntarily give up one character level. This Characters with
sacrifice has the same effect as normal level psionic powers or
loss. The sacrificed level cannot be restored spells requiring no
through normal or magical means. Effect components may
Level: 4. use their abilities
while trapped
Wave-stroked in the pool. In
Lands: The order for these
wellspring abilities/spells
radiates an to have an
aura of water effect they
that soaks the must be able
land. Moulds to pierce planar
and fungus boundaries; the
find the area of infinite pool is, in
effect extremely effect, an extension
comfortable, while of the elemental
anything not adapted plane of water.
to extremely wet Effect Level: 5.
conditions can quickly
become waterlogged. Living Knights of the
creatures in the area of effect must Deep: The wellspring acts as an
make a Fortitude save each day (DC 10 + the interface between elemental water and
wellspring’s maximum number of victories) or begin the wider world. At this interface, the pure
to suffer from a fungal infection (orange rot, contact, element comes in contact with fragments of positive
DC 10 + wellspring’s maximum number of victories, energy. This, in turn, results in the occasional
incubation: one day, damage 1d4 Cha). Unattended spontaneous creation of various and sundry water
items made of leather, metal or wood lose one point of elementals. The first level of this effect allows the
hardness per day. Food rots within one day. Attended wellspring to contain 30 CR of water elementals,
items may make a Fortitude saving throw with the with a maximum possible CR of 10. Each additional
same DC as that of living creatures. A character effect level invested increases the total available CR
holding multiple items only needs to make one saving by +10 and the maximum CR by +3. Effect Level:
throw for all of his equipment each morning. Effect 1 (30 CR, Max CR 10) + 1 per 10 additional CR and
Level: 2 per one mile radius. +3 Max CR.
57
WELLSPRINGS
Beach of the Shells Effects: Aura of Waves (Energy Resistance (cold/fire)
Maximum Victories: 6, Limited 5, Fort save DC 14), Bastion of the Deeps, Infinite
Primal Power: Water Pool
Effects: Knights of the Deeps (60 CR, Max CR 19),
Wave-soaked Lands (1 mile) Under the green and rolling hills of a fair land, within
a cave of white stone, sits a pool of inky water so
Long ago the triton Panayotis Pontikos raised up his black, light itself cannot reflect from it and so deep no
shell horn and called for the sea’s assistance. While one has ever found the bottom. Locals occasionally
waiting for aid to come he fought alone against an go to this cave as a test of courage, even though each
onslaught of demons from the infernal abysses. When generation a handful of young men do not return from
his people finally arrived they found no sign of their their journey.
great leader or whatever caused him to call. They also
found a deep, powerful wellspring of elemental water, This foundation stone wellspring first served as the
created in this spot by some act of heroic sacrifice. gods’ prison. There are things trapped in the well,
things that whisper to anyone who sets foot in that
Centuries later the beach of the shells is a favourite cursed place. They tell stories of a world in which
spot for young tritons searching for the perfect shell they walked among the gods. They sing of how they
with which to make their first horn. The wellspring will, if the listener will but call out their name and
has grown to cover the entire rocky beach. Water ask for their release, make their saviour like a god
elementals of various sorts, including at least one himself. None have yet taken them up on their offer
great elder elemental (CR 19) guard the beach from but it can only be a matter of time before someone
any who would exploit its power. Mortals avoid the takes that desperate gamble.
lands around the beach, regarding them as accursed.
58
WELLSPRINGS
In its pure form wind is simply gas in motion. It has Wind’s wellsprings are blown by constant gales.
little substance but great strength. It can lift a man These wellsprings act as starting and drop off points
from the ground, flatten a field, or even tear down a for the winds that reach between the stars; many
mountain given enough time. contain creatures from other planes or from exotic
locales simply waiting for the next wind to take them
When combined with other substances, wind lends away.
them lightness and motion. It lifts objects up from the
clinging earth and drives them across the vast waters. Blessings and Banes
It can take fire and loft it high enough to become the Primal wind gives the following blessings and banes.
sun or stars. When mixed with a soul, it grants not just
animation but grace and motion. Wind is everywhere Voice of the Wind (Ex): An Immortal suffers from
and nowhere at once, forever in motion. this bane when he achieves his first victory associated
with elemental wind. Whenever he speaks he must
Channel Bonus: +1 per victory roll a die: on an odd result his voice only reaches
Infuse Bonus: +2 per victory those within five feet, on an even result everyone
within line of sight can clearly hear him. The
Description: Only negative energy suffers more character makes this skill check each time he initiates
mortal mistrust and disdain than wind. Mortals do not a new conversation.
understand why the wind comes crashing down upon
them, carrying with it everything from the healing Wind’s Messenger (Ex): When an Immortal achieves
rains to sandstorms capable of swallowing kingdoms. his first victory associated with elemental wind he
They do not see its role in the creation of motion, or must choose between this blessing and Path to the
its place in bringing the elements together so they can Wind. If he selects this blessing he may whisper a
return to balance. message of thirty words or less to the wind. The wind
will deliver this message to any named creature on the
When elemental wind touches positive energy it same plane within 3d4 rounds.
can form itself into consciousness referred to as
air elementals. These spirits range far through the Path to the Wind (Ex): When an Immortal achieves
various planes of existence. In doing so they come his first victory associated with elemental wind
into contact with and become contaminated by, he must choose between this blessing and Wind’s
various other powers. This contamination gives Messenger. If he selects this blessing he gains the
rise to creatures like the djinni, beings of air who ability to channel elemental wind through his body.
nevertheless have a touch of the solidity of earth and He may conjure wind in any adjacent five foot square
the mystery of magic about them. as a standard action. Each round he maintains
concentration he may conjure wind in a five foot
Wind
Victories
Tap Level Required Bane Blessing
1 1 Voice of the Wind Wind’s Messenger or Path to the Wind
2 3
3 5 Driven before the Storm Heart of the Hurricane
4 7
5 9 Dust in the Wind Wind’s Lifting Hand
59
WELLSPRINGS
square adjacent to the first one. This wind causes Effect on Challenges
all Medium or smaller creatures who enter it to make Elemental wind demands great deeds from its
a contested attribute check (their Strength against Immortals. Each great channel associated with the
the Immortal’s Charisma). If the creature fails it wind involves at least five sub-challenges and may
is checked for that round. It can continue moving have up to seven.
the subsequent round. The wind vanishes when the
Immortal stops concentrating. It does not possess Wellspring Effects
sufficient strength to stop small, fast-moving objects The wellsprings of wind may have some or all of the
like arrows or sling stones. following effects.
Driven before the Storm (Ex): An Immortal suffers Aura of Winds: Everyone within the wellspring’s
from this bane when he achieves his fifth victory aura suffers from constant exposure to elemental
associated with elemental wind. At dawn each day wind. Incorporeal creatures must make a Will save
the Immortal rolls 1d8 to determine the direction he (DC 10 +2 per level of the aura’s effect) or be blown
must travel this day. A result of one indicates true 90 feet in a random direction each round. Corporeal
north, two north-east, three east and so on. If the creatures suffer a –1 penalty per effect level to ranged
Immortal chooses to travel in another direction he attacks. Both sorts of creatures gain a +5 foot bonus
suffers a –6 racial penalty to all of his Channel and per effect level to their flying movement speed. Effect
Infuse checks that day. Level: 1 per point of bonus/penalty.
Heart of the Hurricane (Ex): An Immortal gains this Bastion of Storms: The powers of elemental wind
blessing when achieves his fifth victory associated gathered in the wellspring will answer a request from
with elemental wind. He gains Energy Resistance a mortal once in his lifetime in return for a service.
(electrical) 20 and a +4 bonus to saving throws The mortal may request either to be teleported to
against spells and effects caused by creatures from one place of his choice or to learn the answer to one
the Plane of Air. question. For the next year he must travel where the
wind blows, as though he suffered from the Path of
Dust in the Wind (Ex): When an Immortal achieves the Wind bane. Effect Level: 4.
his ninth victory associated with elemental air he
begins to suffer this bane’s effects. When he uses Cave of Voices: The power of elemental wind takes
a gift associated with elemental air he must make a almost physical form in a cave of winds. Any mortal
Concentration check (DC 25). If he fails this check his or Immortal creature may enter the cave and speak
body vanishes as the wind blows it apart. He reforms the name of another wellspring of elemental wind
in 1d4 rounds. During this time his opponents cannot somewhere in the multiverse. The wind will carry
target him nor can he take actions. the speaker to his destination within 1d4 rounds.
Within the cave the wind constantly coils and mutters
Wind’s Lifting Hand (Su): When an Immortal to itself, muttering nonsense in a thousand voices.
achieves his ninth victory associated with elemental Effect Level: 4.
air he gains access to wind’s ultimate blessing. He
gains the ability to fly at a rate of 120 feet per round Knights of the Storm: The wellsprings of elemental
with perfect manoeuvrability. The Immortal may wind act as gateways through which air elementals
sustain this flight for an indefinite duration. While and djinni enter the mortal realms. These creatures
flying at least 200 feet from any object attached to the typically remain close to the wellspring, acting as
earth the Immortal does not feel fatigue or suffer from protectors and guardians of whatever secrets it holds.
the effects of thirst or starvation. The first level of this effect allows for up to 30 CR of
air elementals and djinni, with a maximum CR of 10.
Gift Side Effects Each additional effect level invested adds +10 CR and
Elemental wind grants a bonus equal to the total +3 to the maximum CR. Effect Level: 1 (30 CR, Max
number of victories associated with it to any skill CR 10) + 1 per 10 additional CR and +3 Max CR.
checks required by numen gifts that summons fire
elementals. It inflicts a –5 foot per victory penalty to Wind’s Touch: Elemental wind sweeps out from
attribute or power gifts granting the ability to move on the wellspring, scouring the countryside clean of
or below the ground. anything incapable of withstanding the constant
gales. Characters and creatures within the area of
60
WELLSPRINGS
effect suffer the effects of severe winds at all times. claim they dream strange dreams of worlds that might
Plants in the area take on a particular, wind-sculpted have been and lives they could have led if they made
look much admired by some cultures. Effect Level: 1 different choices.
per one mile radius.
Wind’s Conclave
Example Wellsprings Maximum Victories: 7, Limited
The Games Master may place any of the following Primal Power: Wind
wellsprings of wind in his campaign world. Effects: Bastion of Storms, Knights of the Wind (50
Alternately, he may use them as templates for CR, Max CR 16)
wellsprings of his own design.
On the white-cloaked shoulders of the world’s highest
Tree of Woe mountain the powers of elemental wind gather
Maximum Victories: 4, Limited together for discourse and revelry. The gods set aside
Primal Power: Wind this place for their amusement when the world was
Effects: Cave of Voices made, so they guard it jealously from any mortal who
would dare intrude. Any mortal that dares to walk
The tree of woe grew from an acorn that fell into on these sacred slopes will face a challenge issued by
an older, foundation stone wellspring. Over the Abdel bin Ajmad a 21 HD noble djinni.
centuries the oak reached up hundreds of feet,
eventually enfolding the cave and most of the cliff it Once per month djinni and elder air elementals gather
burrowed into with its great roots. The tree’s unique, on the summit to discuss events in their airy realms.
wind sculpted appearance and gigantic size makes it a These creatures know many secrets but are unlikely to
recognisable landmark for travellers and sailors. reveal them to interlopers.
61
WELLSPRINGS
In reality, the four mythic powers possess the same might help in the birth of a nation; the next they might
reality as any elemental force. Good exists not just throw their strength behind those trying to destroy the
as a state of mind but also as a physical and energetic newly founded state.
thing with its own agenda and volition. Order truly
does struggle every day with chaos, with devastating Channel Bonus: +2 per victory
results for the innocent mortals below. Infuse Bonus: +1 per victory
The creatures of the ‘outer planes’ live in direct Description: Each mortal experiences the urge
contact with these forces. Most are actually creations towards chaos differently. In some it manifests as a
of these forces; bits of primal power given volition compulsive drive to create. Others feel it as an urge to
through their exposure to positive energy. They use change things in their lives just for the sake of change.
their knowledge of the gods’ arts to create bodies Some mortals claim chaos touches those who suffer
when they touch the mortal world, but never wholly from visions and voices; though in truth those so
enter them. Unlike mortals, these creatures have little afflicted are as likely to be rigidly ordered as they are
in the way of free will. The substance that created wildly variable.
them determines every choice they make.
When mythic chaos comes into contact with positive
energy it achieves temporary, unstable form. True
Chaos chaos cannot hold together for long. However, when
(Change, The Insane Lands) chaos mixes with either mythic good or mythic evil it
When the gods built the realms of existence some of can achieve a stable form. These creatures then move
them argued against making a perfect creation. These on to join with others of their kind. The chaos bound
gods insisted the only way to achieve truth was to into them prevents the creation of a stable society,
allow their creation to constantly evolve. The steady so these spirits spend most of their time squabbling
changes within the realms would create something among themselves. They unite only when chance
far ‘truer’ than the imagining of divine minds. These aligns their interests or when order threatens to
changes and the struggles they caused would make overwhelm the cosmos with its rigid frigidity.
the world real and true to itself. Of course, this would
also drag the world away from its original, intended Immortals associated with mythic chaos are an
design. unpredictable lot. Unlike chaos spirits they have
experiences beyond the primal change to help anchor
This intention for the world to change, permeated themselves in the universe. However, they drink deep
everything these gods touched. As the world finally of chaos’ power and with it its imperatives. They may
came together it took on life and form of its own. resist the urge to change if they exert their will. Each
Creatures touched by it changed, either through the time an Immortal resists chaos’ call he places himself
use of elemental fire or through the interactions of in greater and greater stress. Eventually that stress will
the mysterious forces called protection and triumph. manifest itself, driving him to an orgy of uncontrolled
From these changes rose the power of chaos, the change torn from his darkest nightmares.
power of change manifest.
Wellsprings of mythic chaos are carnivals of light,
This mythic force stands beyond any god or mortal’s colour and sound. Objects may randomly change
control. It demands change for the sake of change. their shape, while creatures begin to suffer from
It commands both destruction and creation without strange mutations. Nothing near the wellspring
limit or compassion. The creatures it touches seem remains static and the air buzzes with the feeling that
insane to more ordered minds. One moment they something might happen at any moment.
Chaos
Victories
Tap Level Required Bane Blessing
1 1 By Chaos Touched Sense of Law or Speak with Many Voices
2 3
3 5 Chaotic Heart or Chaotic Voice Broken Chains
4 7
5 9 Chaos’ Kin Lord of Chaos
62
WELLSPRINGS
Blessings and Banes he can only retain focus on a specific course of action
The power of chaos gives the following blessings and for more than an hour by making a Concentration
banes. check (DC 20 + 1 per victory associated with mythic
chaos). The Immortal must make this skill check at
By Chaos Touched (Ex): When an Immortal the beginning of each hour after the first. If he fails
achieves his first victory associated with mythic chaos he must immediately take a different course of action.
he develops one of the following signs of allegiance: This action may serve the character’s original goal.
constantly changing eyes, hair of variable colour and
length, hair whipped by unseen winds, tattoos that Chaotic Voice (Ex): When an Immortal achieves his
shift shape and colour under his skin, a visible multi- fifth victory associated with mythic chaos he must
coloured aura, an afterimage that lingers just behind choose to suffer from this bane or Chaotic Heart.
the character as he moves or a shadow that moves If he accepts this bane the words he speaks and the
independently of the character’s actions. Each time words others hear may not be the same. Each time he
the Immortal gains a level in his tap into mythic chaos wishes to interact with someone or something he must
he gains another feature from this list. The Immortal make a Concentration check (DC 20 + 1 per victory
also registers as an outsider with HD equal to his associated with mythic chaos). If he succeeds he may
character level plus his total number of victories for use his Charisma-based skills normally. If he fails,
the purposes of a detect chaos spell. the target hears his words as gibberish regardless
of what he attempts. This bane affects all forms of
Sense of Law (Su): When an Immortal communication including magical spells, written
achieves his first victory associated with
mythic chaos he must select either this
blessing or Speak with Many Voices.
If he selects this blessing the Immortal
gains the ability to detect law (as the
spell) at will.
63
WELLSPRINGS
64
WELLSPRINGS
creature dwelling in the wellspring may carry the In the great, quiet evergreen forests carpeting the
liquid with him and use it as a potion, but it is not north there sits a grove that, at night, lights with the
possible to know what effect this potion will have light of a million unseen stars. The fey come to this
without imbibing it. Effect Level: 4. grove during the stillest parts of the night to hold
their revels. Bards sing long, raucous songs about
Guardians of Choice: Fey spirits have answered the these revels; some claim to have even stood with
wellspring’s call, migrating from their original homes the ‘Queen of Faery’ when she strips off her gown to
to take up residence in its protected grottos. The first dance naked in the fairy ring.
level of this effect causes the wellspring to call up to
30 CR of chaotic fey. No individual fey will have a The reality is more poignant. Fey come to the grove
CR greater than 10. Each additional effect level adds in order to mourn those who, among their immortal
+15 CR to the total number of fey called and +2 to the kind, died in the last year. For each dead fey they
maximum CR. Effect Level: 1 (30 CR, Max CR 10) + place a barren seed in the ground. They say that when
1 per 15 additional CR and +2 Max CR. the seeds sprout, the dead fey will return to the world,
bringing with them wonders from beyond the unseen
Example Wellsprings stars.
The Games Master may place any of the following
wellsprings of chaos in his campaign world. The fey guard this grove and the power it represents
Alternately, he may use them as templates for with all the might they can raise. They do not kill
wellsprings of his own design. intruders; instead they use curses and trickery to drive
them mad, then send the fools back to the mortal
Hall of the Myriad Selves realms to remind humans why they should not trifle
Maximum Victories: 4, Unlimited with things they do not understand.
Primal Power: Chaos
Effects: Bastion of Many Worlds, Freedom’s Touch Many-Hued Throne
(4 miles), Pool of Colours Maximum Victories: 4, Limited
Primal Power: Chaos
When the Immortals known only as the ‘Five who Effects: Bastion of Many Worlds
were the Future’ transcended into divinity they left
this wellspring as a final gift to the world of their On one of the four great mountains of the world, high
birth. Whether they intended the Hall as a joke, a above mortal lands and concerns, there sits a throne
guidepost on the path to immortality or as a refuge is made of stone. A giant could sit in it comfortably,
not clear despite centuries of scholastic debate. were it not for the sharp stone spikes jutting out from
the throne’s arms and back. The stone changes colour
The hall’s great brass doors sit at the base of a large and texture from moment to moment, never staying
grassy hill near a lazy, winding river. Any mortal or still.
Immortal may open the doors by simply pushing on
the smiling face in the centre. Beyond the doors, the This foundation stone wellspring came into being
mirror-draped walls seem to wind deep down under when the gods made the world. It was the first
the hill. Occasional cross-corridors lead to large expression of mythic chaos and it will be the last to
chambers containing empty display pedestals made fall when the universe finally comes to an end.
of grey-veined white stone.
65
WELLSPRINGS
beginning came all of evil’s myriad fruits: demons, without such experience. For example, a demon might
devils, hags, nightmares, empires built on the backs of think it amusing to torment a single person; only an
slaves, petty jealousy spiralling into killing rage and Immortal could have the scope of vision needed to
other joys of mortal life. Each mortal act of depravity torture an entire nation. The more mythic evil an
and indifference strengthens mythic evil’s grip on the Immortal draws on the more he draws into himself,
realms of existence. Perhaps one day that grip will abandoning all ties for the comfort of solitary fear.
become absolute, driving out all hope.
Wellsprings of evil corrupt everything they touch.
Although the gods made evil it no longer answers The natural world surrounding these places falls
to their will. As they made it, so it is: independent, further and further into decay with each passing year.
greedy, fearful and forever alone. It lurks in dark Animals attack one another without provocation,
places, reaching out to consume anyone or anything plants bear poison fruits and mortals turn upon each
that it can grasp. other in a thousand ways. Within the wellspring
evil manifests itself even more strongly, potentially
Channel Bonus: +1 per victory driving some mortals mad. However strong evil may
Infuse Bonus: +2 per victory seem mortals retain their free will: nothing can force
them to take action on their whispered fears.
Description: Mortals experience mythic evil as both
external and internal realities. Each day they come Blessings and Banes
into contact with a thousand petty little actions that The powers of evil give the following blessings and
feed the fear and greed at evil’s roots. At the same banes.
time, they also feel evil’s urgings within their own
spirits. Evil whispers in their hearts, urging them Evil’s Manifestations (Ex): When an Immortal
to take the easy way, to fear those around them. It achieves his first victory associated with mythic evil
promises them they will always be alone, unique and he begins to suffer this bane’s effects. When this bane
unable to trust anyone other than themselves. It also first takes effect he must select one physical change
offers a way out: if they can take a little bit more, from the following list: scaly skin (any colour), horns
break one more trust, they can escape for just a little growing from the brow, bleeding eyes, jet-black eyes,
while. short non-functional talons instead of fingernails,
snake or raptor eyes, a visible ‘aura’ of flickering
When pure mythic evil comes into contact with darkness or a replacement limb from a random
positive energy it takes on forms difficult for a mortal animal. Each time the Immortal gains another tap
mind to conceive. These evil spirits descend on the level associated with mythic evil he must select
world, seeking out every opportunity for their own another feature. These features may be hidden with
power. However, it is more common for mythic evil illusions or Disguise checks (DC 15, one check per
to mix with either chaos or law before it becomes feature). The character also registers as an outsider
animate. These creatures, called demons and devils with Hit Dice equal to his character level plus his total
respectively, serve evil’s ends while also building up number of victories for the purpose of the detect evil
their own powers. spell.
Immortals who tap into mythic evil quickly become Sense of Good (Su): When an Immortal achieves
some of the most depraved creatures in existence. his first victory associated with mythic evil he must
Unlike pure spirits, Immortals have a lifetime of choose between this blessing and The Strength of
experience with the real world. This gives rise to a One. If he selects this blessing he gains the ability to
host of little and great evils unimagined by creatures detect good (as the spell) at will.
Evil
Victories
Tap Level Required Bane Blessing
1 1 Evil’s Manifestations Sense of Good or The Strength of One
2 3
3 5 Heartfelt Fear or Twisted Spirit Driven Selfishness
4 7
5 9 Evil’s Taint Lord of Evil
66
WELLSPRINGS
The Strength of One (Ex): When an Immortal character holds. Any character, even one who has
achieves his first victory associated with mythic evil not encountered the Immortal before, may recognise
he must choose between this blessing and Sense of the aura by making a Knowledge (planes) check (DC
Good. If he selects this blessing he may spend his 20).
Aura to support skill checks, but only if these skill
checks come from selfish actions. The Immortal Lord of Evil (Su): When an Immortal achieves his
may spend one point of his Aura to give himself a +1 ninth victory associated with mythic evil he gains
racial bonus to any skill check. He may spend any its final blessing. He may command any outsider
number of Aura points up to his total Aura attribute of evil alignment by making a contested check with
and may do so after the skill check but before that creature. The Immortal rolls 1d20 and adds his
resolution. However, the Immortal may not use this character level and total number of victories. The
ability to influence skill checks that would, in the outsider rolls a d20 and adds its Challenge Rating.
Games Master’s opinion, benefit anyone except the If the Immortal’s check result exceeds the outsider’s
Immortal. This includes assisting a friend in combat the outsider must obey any one order given by the
or negotiating a better business deal for a friend. The Immortal. This command is absolute: the Immortal
power of evil exists only to help itself; it cannot abide may command the being to perform any action and it
charity or other good intentions. must obey even if obedience would lead to its death.
Driven Selfishness (Ex): When an Immortal achieves Aura of Shadow: The wellspring’s aura strengthens
his fifth victory associated with mythic evil he gains those aligned with evil while weakening creatures
this blessing. So long as the character acts from his associated with good. Evil characters within the
own self-interest he gains a racial bonus to his Bluff wellspring gain a bonus to skill checks and saving
and Diplomacy checks equal to his total number throws equal to +1 per effect level. Good characters
of victories associated with mythic evil. He does suffer an equal penalty to attack rolls and saving
not gain this bonus when seeking profit for another throws. Mortals feel this aura as a heavy weight of
character or when negotiating in good faith. fear and hate. Effect Level: 1 per point of bonus/
penalty.
Evil’s Taint (Ex): When an Immortal achieves his
ninth victory associated with mythic evil he begins Bastion of Horrors: The powers of evil lurk in the
to suffer from its final bane. The character’s evil aura wellspring waiting for mortals to call upon them.
taints everything around him. He leaves a unique trail Once per lifetime a mortal may enter the wellspring
of evil evident to anyone capable of using detect evil. and swear his allegiance to evil. He must also prove
This trail lasts for one week per apotheosis step the this allegiance by performing a heinous act, usually
the ritual murder of a close friend or family member.
67
WELLSPRINGS
This act instantly changes the character’s alignment wellsprings of evil in his campaign world. Alternately,
to evil. The mortal may then request one boon. This he may use them as templates for wellsprings of his
boon is roughly equal in effect to a wish spell cast by own design.
a 20th level caster. If the mortal ever forswears his
alliance to evil he immediately loses 1d4 character Bone Throne
levels and the effects of the wish vanish. Effect Level: Maximum Victories: 4, Limited
3. Primal Power: Evil
Effects: Bastion of Horrors
Corrupted Stone: The wellspring’s evil taints the
land around it. Animals within the area of effect are At the top of one of the world’s four great mountains
automatically evil and gain +1 to attack and damage there sits a throne made of weather-darkened bone. A
rolls. These creatures will act with malice towards giant could sit in it comfortably, though an observer
anyone who enters the wellspring’s area of effect. might not see him among all of the bone spires
They may not directly attack superior foes but they reaching up from the throne to claw the sky. A
will engage in petty harassment, property destruction mortal who sits on the throne can speak directly to
and the soiling of food with their own wastes. Effect mythic evil. If he gives an appropriate offering, evil
Level: 1 per one-mile radius. will respond by granting whatever wish he makes,
although the consequences of the wish will inevitably
Sickly Flame: Evil’s power achieves physical destroy the wisher over time.
manifestation within the wellspring in the form of
a sickly green flame. This cold flame cannot light
fires but does burn any good or neutral character that
touches it. It deals 2d6 evil damage to any non-evil
creature coming in contact with it. A weapon held in
the flame for more than three rounds begins to burn
with the same power. It inflicts
2d6 evil damage to any non-evil
creature that touches it or that
it strikes in combat. This flame
consumes the weapon 24 hours
after it ignites. Effect Level: 4.
Example
Wellsprings
The Games Master may
place any of the following
68
WELLSPRINGS
This foundation stone wellspring came into being This created wellspring of evil still lurks in the
at the moment mythic evil awoke to its own power. forgotten forest. Its malice still taints the land and
It will exist until that day of which all prophets the creatures still hate those who brought evil into
speak but none truly believe, when evil finally goes their lives.
screaming into oblivion.
One hundred years ago the village of Torluin suffered Description: Mortals touch upon mythic good when
from a plague of witches. By the time the villagers they set aside their own needs to help one another.
finished with their hanging nearly forty people had These opportunities come constantly in the structure
died. The great hanging tree had bent down under of mortal life: parents help children, friends aid one
the weight, its branches festooned with corpses. The another and strangers clothe those in need. These
villagers retired to their warm homes, content in their little actions help to strengthen mythic good, while
own righteousness. still maintaining mortals’ fundamental right to choose
their own actions.
That winter the great hanging tree fed on the blood of
the murdered innocents. In the spring it sent forth red- When mythic good comes into contact with positive
tainted leaves and gripped the soil with new, gnarled energy the resulting spirit enters the world with no
roots. The animals who lived in its shade became real understanding of mortal life. This makes it
devils in fur. The birds struck in flocks, eating the ineffective at fostering good since it cannot relate to
grain seed out of the ground. Foxes stopped avoiding the choices mortals must make every day. However,
local livestock and rabbits burrowed into cellars to it can still act as a shield by standing between mortals
consume provisions. By the end of the spring nothing and harm. Those spirits that mix law and chaos with
remained of the village or its inhabitants. mythic good have a stronger understanding of how
the world works. This understanding allows them to
more effectively foster mythic good’s goals
69
WELLSPRINGS
Immortals who tap into mythic good gain insight The Strength of Many (Ex): When an Immortal
into the power gained through the multiplication of achieves his first victory associated with mythic good
effort. One mortal working alone can accomplish he must choose between this blessing and Sense of
much; three working in synergy can accomplish Evil. If he selects this blessing all good- or neutral-
nearly ten times as much as the one alone could. aligned characters within a 60-foot radius around the
They can help this synergy along with the power they character add 2 + the Immortal’s apotheosis step to
hold, magnifying the efforts of others to unbelievable another character’s skill check, Armour Class or
proportions. attack roll when taking an aid another action. This
bonus replaces the standard +2 bonus granted by aid
Wellsprings of mythic good radiate an aura of peace another.
and prosperity. Even mortals with hearts long
hardened by evil find themselves thinking about the Quality of Mercy (Ex): When an Immortal achieves
welfare of their fellow men. They may not act on it, his fifth victory associated with mythic good he must
but the peace of the place gives such men a moment choose between this bane and Tender Heart. If he
of rest to consider their lives’ decisions. Most such selects this bane he must extend his aid to any good
mortals, faced with deep self-reflection, turn their or neutral creature in need. This aid does not have to
back on whatever insight they gain. A few take the take the form of direct action; the Immortal may act
opportunity to change their ways, starting on the long to help ease the circumstances around the creature’s
road to redemption. need rather than addressing the need directly. For
example, if a hungry creature confronts the Immortal
Blessings and Banes and seeks assistance the Immortal could feed the
The power of good gives the following blessings and creature, address the creature’s inability to find food
banes. on its own or even work on the local environment to
increase its food production so that the creature will
Good’s Signs (Ex): When an Immortal achieves not suffer hunger in the future.
his first victory associated with mythic good he
immediately suffers this bane’s effects. When the Tender Heart (Ex): When an Immortal achieves his
bane first takes effect he must select one physical fifth victory associated with mythic good he must
change from the following list: solid-golden eyes (no choose between this bane and Quality of Mercy. If
pupils or iris), a visible silver/gold aura, pale white he selects this bane then he must always assist a
skin, character smells strongly of flowers or spice or character of good or neutral alignment that appeals
character’s hair turns metallic (copper/silver/gold). directly to him for aid. This assistance may come in
The character cannot hide these signs using illusions the form of advice, an aid another action or any other
or the Disguise skill. He also registers as a good form that will directly address the petitioner’s request.
outsider with HD equal to his character level plus The Immortal is not required to render aid that would
his total number of victories for the purpose of detect completely resolve the petitioner’s problem; indeed,
good. doing so greatly weakens the petitioner by making
him dependent upon supernatural aid.
Sense of Evil (Su): When an Immortal achieves his
first victory associated with mythic good he must Selfless Sacrifice (Ex): An Immortal gains this
choose between this blessing and The Strength of blessing when he achieves his fifth victory associated
Many. If he selects this blessing he gains the ability with mythic good. The Immortal may choose to
to detect evil (as the spell) at will. sacrifice his action and spend one Aura. If he does
so every good-aligned creature within 120 feet gains
a morale bonus to any one skill check or attack roll
Good
Victories
Tap Level Required Bane Blessing
1 1 Good’s Signs Sense of Evil or The Strength of Many
2 3
3 5 Quality of Mercy or Tender Heart Selfless Sacrifice
4 7
5 9 Soul’s Sacrifice Lord of Good
70
WELLSPRINGS
taken in the next round equal to the Immortal’s Bastion of Hope: The power of mythic good will
apotheosis step. When invoked this ability causes answer properly phrased petitions brought to their
an aura of peace and the scent of celestial flowers attention at this wellspring. Once per lifetime a
to fill the immediate area. This effect lasts until the mortal may enter the wellspring and swear his
Immortal’s next action. allegiance to good. This act instantly changes the
character’s alignment to good. The mortal may then
Soul’s Sacrifice (Ex): An Immortal suffers from this request one boon. This boon is roughly equal in effect
bane when he achieves his ninth victory associated to a wish spell cast by a 20th level caster. He must also
with mythic good. When he invokes one of his accept a quest, as the spell, determined by the Games
blessings associated with mythic good he opens a Master. If the mortal ever forswears his alliance to
channel between himself and all creatures within the good he immediately loses 1d4 character levels and
area of effect. Each time one of them suffers damage the effects of the wish vanish. Effect Level: 5.
he suffers an equal amount of nonlethal damage. The
Immortal’s Damage Resistance reduces this damage. Hope’s Light: The mythic good radiating from
the wellspring causes the world to shift its nature.
Lord of Good (Ex): When an Immortal achieves his Animals within the area of effect gain the good
ninth victory associated with mythic good he gains alignment. They are helpful towards good- and
its final blessing. He may command any outsider of neutral-aligned creatures and avoid those of evil
good alignment by making a contested check with alignment. These creatures will assist those in need
that creature. The Immortal rolls 1d20 and adds his to the extent of their ability but will not deviate from
character level and total number of victories. The standard animal behaviours with regards to predators
outsider rolls 1d20 and adds its Challenge Rating. and prey. Effect Level: 1 per one-mile radius.
If the Immortal’s check result exceeds the outsiders
the outsider must obey any one order given by the Quiet Altar: Mythic good gains physical
Immortal. This command is absolute: the Immortal manifestation within the wellspring in the form of
may command the being to perform any action and it an unadorned altar of white stone. Inanimate objects
must obey even if obedience would lead to its death. placed upon the altar for more than a round are
restored to an as-new condition. This fully heals the
Gift Side Effects object’s hit points and repairs any other damage done
Mythic good strengthens artefacts wielding effects to it. The altar cures living creatures placed upon it of
from the abjuration and conjuration schools. If the the continuing effects of disease or poison, although
Immortal invests at least one point of his Aura into the creature must heal the existing attribute damage
the artefact he gains a +1 bonus to the total amount through other means. Effect Level: 4.
of Aura he invested. For example, if the Immortal
invest four points of Aura into an artefact wielding Defenders of the Right: The wellspring’s presence
conjuration spells the artefact acts as if the Immortal calls up celestial defenders. The first level of this
invested five points of Aura rather than four. effect summons 30 CR of good-aligned outsiders.
These outsiders have maximum individual CR of
Effect on Challenges 10. Each additional level of this effect adds +15
A challenge associated with mythic good always to the total CR and +3 to the maximum individual
involves assisting another in some fashion. CR. Effect Level: 1 (30 CR, Max CR 10) + 1 per 15
additional CR and +3 Max CR.
Wellspring Effects
Wellsprings of good may have some or all of the Example Wellsprings
following effects. The Games Master may place any of the following
wellsprings of good in his campaign world.
Aura of Light: The wellspring’s aura strengthens Alternately, he may use them as templates for
those aligned with good while weakening creatures wellsprings of his own design.
associated with evil. Good characters within the
wellspring gain a bonus to skill checks and saving Shining Throne
throws equal to +1 per effect level. Evil characters Maximum Victories: 4, Limited
suffer an equal penalty to attack rolls and saving Primal Power: Good
throws. Mortals feel this aura as a warm surge of Effects: Bastion of Hope
comfort and hope. Effect Level: 1 per point of bonus/
penalty.
71
WELLSPRINGS
On the top of one of the world’s great mountains there Goodman Aleric never claimed the title saint in his
sits a throne made of golden stone with white veins. lifetime. He was a simple farmer and musician, a
A giant could sit in it comfortably, though he might man who helped his neighbours when they needed a
be overshadowed by the throne’s splendour when the hand. Most of the people in his district knew him as
sun’s light ignites the thousands of flecks within it. slow man of good humour who kept travellers in his
A mortal who sits on the throne can speak directly home during the harsh winter months. They mocked
to mythic good. If his heart is pure that great force him for his simplicity but used his strong hands when
will respond, granting the mortal’s wish in return for they needed help.
his soul.
All that changed during the Infansi invasion. The
The throne came into being when mythic good first Infansi struck swiftly and without warning. As their
awoke to its own power. It will exist until the tide armies burned their way through the kingdom the
of evil overwhelms the mortal world and possibly army scrambled to respond while people died bloody
beyond, a shining beacon of hope for those who will deaths. As the summer fields burned, famine began to
risk everything for their fellow mortals. stalk the land along with bandits, soldiers and carrion
crows.
St. Aleric’s Tomb
Maximum Victories: 1, Limited While his neighbours panicked Aleric reached
Primal Power: Good deep into his own stores to feed the hungry. As
Effects: Hope’s Light (1 mile) the Infansi army approached his province he went
from farmstead to farmstead with words of hope
and confidence. He led those who wished to leave
deep into the mountains. There he
found hidden groves where they could
weather the storm in safety.
72
WELLSPRINGS
attack rolls and saving throws), Defenders of the Unlike the other three mythic powers, law has never
Right (75 CR, Max CR 19), Hope’s Light (2 miles), and will never answer to the gods. Its power comes
Quiet Altar from the systems supporting the world and from
the fabric holding it together. If anything, the gods
This ancient tower looks like nothing more than a will one day answer to mythic law for their crimes
ruined shell of weathered grey stone from the outside. against their own creation, for creating mysteries
However, it radiates an aura of such peace even the and breaking the rules without consideration for the
hardest heart can feel it. Something about it speaks to effects of their actions.
the viewer of hope and prosperity unlimited by mortal
constraints. Channel Bonus: +1 per victory
Infuse Bonus: +2 per victory
The tower’s defenders will not allow a creature with
evil in its heart to come too close to this sacred space. Description: Mortals, even those dedicated to
Those they allow to pass will discover, once they chaos, rely on mythic law’s consistency to regulate
cross the tower’s threshold, that this structure never events. Only the most insane beings truly wish
fell to ruin. Instead, it is a tower of white marble for cause and effect to stop working or for inertia
that literally reaches up into heaven. An Immortal to no longer hold things to their course. Beyond
or extremely powerful mortal magician could use it this base level of order, though, each mortal wants
as a pathway to the outer planes. A mortal could set different amounts of structure in his life. Some can
foot on the great golden stair and begin his ascent. If survive with no structure whatsoever. They thrive on
he survived the trials he encountered on the way he constant cultural and personal change. Others need
would emerge as a figure covered in glory, a young to follow patterns established by their ancestors in
Immortal in the full bloom of his power. every thought and action. These people honestly feel
that failure to properly repeat a ritual will bring their
This created wellspring came into being when a mortal entire civilisation to its knees.
man first sat upon the Shining Throne. Although his
name is long forgotten, he built the tower to create a When mythic law comes into contact with positive
path that mortal men could follow towards the heart energy it creates animated spirits dedicated to pure
of good. The oldest Immortals say the opening of its order. Most ‘pure’ lawful spirits come into being with
gate to the mortal world was his last act before he a specific purpose in mind. These creatures typically
transcended the mortal realm entirely. go on to serve the abstract powers. A handful have
the intention of destroying chaos forever, creating a
static universe in which only pure law exists. The
Law (Order, Stasis) spirits created from mythic law, mingled with mythic
When the gods wove the world some of them argued good and evil, join with others of their kind in order
the only way to preserve their work was to establish to extend their logical, structured approach to their
perfect order at the onset. This rigid structure would secondary power throughout the world. These
prevent random events from marring the perfect secondary spirits suffer from the restrictions of law
symmetry implicit in the gods’ designs. It would also and their secondary element; this makes them staunch
stifle free-willed mortals, whose uncontrolled actions defenders but limits their ability to create a new world
could potentially throw the universe out of balance. in the future.
As the gods worked and bickered their ideal of a Immortals associated with mythic law immediately
perfect, organised world became the seed of mythic become obsessive-compulsive in their behaviour
law. When the world was young it fed off the ordered patterns. They cannot stand to deviate, even by a
systems caused by the interaction of the abstract and small fraction, from the activities that brought them
elemental powers. As it matured, gaining strength to power. As their sense of the universe’s grand
as it measured itself against mythic chaos, the force symmetry grows they become the enemies of change
of law began to impinge on mortal minds. To tempt and the future. Change represents a disharmony
them it offers a cold vision of the world, one filled they simply cannot abide, a jarring note in the grand
with predictable events and ordered consequences, celestial symphony only they hear. As they approach
where mortals may sacrifice their free will for safety apotheosis’ final steps this desire for order becomes
from the darkness. so strong the Immortal gains the ability to enforce
order in the world around him.
73
WELLSPRINGS
Wellsprings of order radiate an aura of cold control. may, as a free action, spend his Aura to negate that
Nothing changes near them; each thing exists exactly bonus. Each point of Aura the Immortal spends
where and how it must exist according to the universal reduces the bonus by one to a minimum of zero.
laws. Objects moved from their rightful place tend
to move back when not directly observed. Animals Law’s Dictates (Ex): When an Immortal achieves
follow their patterns rigidly, to the point of ignoring his fifth victory associated with mythic law he must
intruders or even new predators. Mortals trapped choose either this bane or Wheel of the Law. If
within the wellspring’s aura may gradually forget he selects this bane he may never break or deviate
they have free will, leading them to blindly obey the from his sworn word. Each agreement the Immortal
dictates handed down to them from above. accepts becomes bound into his power. If he fails to
live up to the letter of his word he will immediately
Blessings and Banes lose all of his gifts associated with mythic law until
The power of good gives the following blessings and he atones for his actions. Immortals with this bane
banes. become very adept at twisting words to suit their own
ends. However, the Games Master retains the final
Law’s Stasis (Ex): When an Immortal achieves say on whether or not an Immortal’s actions violated
his first victory associated with mythic good he his sworn oaths.
begins to suffer from this bane’s effects. When this
bane first takes effect the Immortal must select one Wheel of the Law (Ex): When an Immortal achieves
transformation from the following list: can only walk his fifth victory associated with mythic law he must
in straight lines, a visible aura of blue light laced with choose either this bane or Law’s Dictates. When
geometric patterns, eyes of crystal, metallic skin (any he selects this bane he immediately gains a deep
metal) marked with deep embossing or a scent of and abiding understanding of what must be. The
metal and oil rather than mortal flesh. The character Immortal becomes, in effect, a servant of fate and
must select an additional transformation each time he time’s inevitable progress. Once an action is resolved,
gains a tap level associated with mythic law. He may regardless of the outcome, he cannot attempt to
not hide these features using illusions or the Disguise change it. For example, the Immortal cannot cast a
skill. healing spell on a dying companion or renegotiate an
existing contract if its terms prove too difficult for his
Law’s Symphony (Su): When an Immortal achieves friends to live up to.
his first victory associated with mythic law he must
select either this blessing or Light of the Law. If Disharmony’s Discord (Ex): When an Immortal
he selects this blessing he gains the ability to detect achieves his fifth victory associated with mythic law
chaos (as the spell) at will. he gains this blessing. The Immortal automatically
knows when a chaotic-aligned outsider enters his
Light of the Law (Ex): When an Immortal achieves Aura. Furthermore, when a chaotic-aligned outsider
his first victory associated with mythic law he must uses any supernatural or spell-like ability the
choose either this blessing or Law’s Symphony. If Immortal can sense the action if the outsider is within
he selects this blessing the Immortal gains the ability one mile per point of the Immortal’s positive Wisdom
to reinforce the structure of what is, over what might modifier.
be. When a character within 30 feet gains a bonus to
a skill, attack roll or damage roll from a source other Bound to the Wheel (Ex): When an Immortal
than his own skills, power sources and mortal class achieves his ninth victory associated with mythic
abilities (including base attack bonus) the Immortal law he suffers from its final bane. Once he begins a
Law
Victories
Tap Level Required Bane Blessing
1 1 Law’s Stasis Law’s Symphony or Light of the Law
2 3
3 5 Law’s Dictates or Wheel of the Law Disharmony’s Discord
4 7
5 9 Bound to the Wheel Lord of Law
74
WELLSPRINGS
course of action he cannot stop or change his mind, grants both stability and stagnation. Effect Level: 1
even if continuing will lead to his own death or the per point of bonus/penalty.
destruction of everything he holds dear. The only
exception to this is if the Games Master rules the Bastion of Law: The wellspring acts as a direct
action will result in an increase rather than a decrease channel to the power of mythic law. This power will
in chaos’ sway over the world. In this case the respond if the petitioner knows the proper rituals
Immortal may abandon the course of action, but only and willingly binds himself to its cause. Once
if he does so immediately upon having the revelation. per lifetime a mortal may enter the wellspring and
If he chooses to ignore the potential consequences he swear his allegiance to law. If he makes a successful
forfeits the chance to escape this bane’s effects. Spellcraft check (DC 15) the powers will respond. If
he fails this skill check he may never petition mythic
Lord of Law (Su): When an Immortal achieves his law again. If successful, this act instantly changes the
ninth victory associated with mythic law he gains character’s alignment to lawful. The mortal may then
its final blessing. He may command any outsider of request one boon. This boon is roughly equal in effect
lawful alignment by making a contested check with to a wish spell cast by a 20th level caster. If the mortal
that creature. The Immortal rolls 1d20 and adds his ever forswears his alliance to law he immediately
character level and total number of victories. The loses 1d4 character levels and the effects of the wish
outsider rolls 1d20 and adds its Challenge Rating. vanish. Effect Level: 4.
If the Immortal’s check result exceeds the outsider’s
the outsider must obey any one order given by the Peace in Root and Branch: The wellspring’s power
Immortal. This command is absolute: the Immortal acts as a ward against the destructive power of random
may command the being to perform any action and it change. A creature wishing to engage in destructive
must obey even if obedience would lead to its death. acts must make a Will save (DC 10 + the wellspring’s
maximum victories). If the creature fails he suffers a
Gift Side Effects –2 penalty to his actions each round until he stops. If
Mythic law strengthens numen gifts associated with he succeeds he may act normally. Effect Level: 1 per
lawful spirits. If the Immortal invests at least one one-mile radius.
point of his Aura into the numen gift he gains a +1
bonus to the total amount of Aura he invested. For Crystal Pool: Mythic law takes physical substance
example, if the Immortal invests two points of Aura within the wellspring in the form of a pool of liquid
into a servant numen gift the spirits gain strength as crystal. A character may stand at the pool and form
if the Immortal invested three points of Aura rather the thought of an item in his mind. If he makes a
than two. Concentration check (DC 30) the item appears from
out of the pool within 3d4 rounds. The item is a
Effect on Challenges masterwork of its kind. It is made of common but
The powers of mythic law demand order and sturdy materials and vanishes if it leaves the creator’s
consistency from their servants. The Games Master hands. Effect Level: 4.
must lay down paths to immortality involving mythic
law; mythic law rejects those who try to walk their Law’s Enforcers: The wellspring’s power calls forth
own path. protectors of lawful alignment. The first level of this
effect calls forth up to 30 CR of lawful outsiders.
Each individual has a maximum possible CR of
Wellspring Effects 10. Each additional effect level increases the total
Wellsprings of law may have some or all of the CR summoned by +15 and the maximum CR by
following effects. +2. These outsiders may be a mix of good and evil,
although each wellspring will tend to summon one or
Aura of Stability: The wellspring’s aura strengthens the other. Effect Level: 1 (30 CR, Max CR 10) + 1 per
those aligned with law while weakening creatures 15 additional CR and +2 Max CR.
associated with chaos. Lawful characters within the
wellspring gain a bonus to skill checks and saving
throws equal to +1 per effect level. Chaotic characters
suffer an equal penalty to attack rolls and saving
throws. Mortals feel this aura as a heavy weight that
75
WELLSPRINGS
Crystal Throne The quiet of Carsyle was broken only once in the
Maximum Victories: 4, Limited thousand years since the five scholars raised their
Primal Power: Law towers in the vale. Two hundred years ago an army
Effects: Bastion of Law came to the college town, bearing fire and swords.
They claimed to be revolutionaries dedicated to the
On the top of one of the world’s four great mountains overthrow of the corrupt order. They cut servants into
there sits a throne grown from a single piece of bloody ruins and lit the fields around the town with
crystal. A giant could sit within the chair comfortably red flame. When the scholars sent pigeons begging
enough though its cold surface might strip the skin off for assistance the king flatly refused; he had his own
a frost giant. A mortal who knows the proper rites can problems.
sit on the throne and speak directly with the power of
mythic law. That power will, if properly petitioned, As the rebels approached the towers where the
respond by granting the mortal his dearest wish. kingdom’s laws and history sat on fragile parchment
the scholars met in one last convocation. Men,
This foundation stone wellspring came into being women, boys and girls, down to the least page, agreed
when mythic law first awakened to its own power. to a desperate course of action. The black-robed
It will remain until the universe finally comes to its scholars walked out onto the greenswards surrounding
inevitable end. the oldest tower. There they linked hands, forming a
living wall around the last stronghold of knowledge
The Hall of Creation in the land. When the rebels cut one down another
Maximum Victories: 3, Unlimited stepped forward to take his place.
Primal Power: Law
Effects: Crystal Pool, Law’s Enforces (90 CR, Max In the end, as the last boy fell onto his teacher’s
CR 21) bloody body, the force of law responded with fatal
prejudice. Formians boiled out of the ground, cutting
When the gods wove the world they needed a place the rebels down. That power still lingers in the air
to plan their daily activities. For such an organised and land, binding peace to the land under the penalty
effort they created a hall of stone and steel and a of death.
place where they could weave their powers together.
When mythic law came into being it possessed the
hall, filling it with rigid strength. The contrivances
of creation animated, becoming creatures in their
own right. In time, these creatures would become the
Formians.
76
COVENANTS
Covenants
T
he previous chapter provides details about the arrangement. These classes each involve the
primal powers an Immortal might tap into in character agreeing to perform specific services and
order to ascend along the path to immortality. to obey particular codes of conduct in return for
These powers come from the tools used to create the access to supernatural abilities. A formal covenant,
world and all its myriad components. An Immortal however, involves even more specific restrictions and
who taps into them owes his power to no one; he clearer returns for the agreement.
ascends through his own will. However, other than
his numina he does not necessarily have anyone to
turn to if things go wrong. When pride and power Granting Powers
fail, the Immortal faces the forces arrayed against As mentioned above each covenant involves two
him alone. parties: the Immortal and the granting power. These
granting powers come in all shapes and sizes, from
There exist, however, other sources of power an minor powers isolated in a single physical region, to
Immortal might aspire to. These sources have will gods who helped to create the world. Some Immortal
and volition of their own. They will give the would- scholars believe there may exist an infinite number of
be Immortal power in return for services rendered or possible granting powers, although only a few seem
challenges won. active during any specific era.
This power comes in the form of a covenant. A Despite their diversity all granting powers have a
covenant forms an agreement between the Immortal handful of attributes in common. These attributes are
and the granting power. So long as the Immortal sentience, ability to make a decision and the ability
abides by the covenant’s restrictions the granter to give power to another person. Without these three
will give the Immortal a part of his own power. If attributes something may be quite powerful but it
the Immortal violates the covenant the granter can cannot form the basic elements of a covenant.
revoke it, leaving the Immortal powerless before his
many foes. All granting powers possess the ability to form
rational thoughts. Nothing says these thoughts must
An Immortal may enter into a covenant with any make sense to mortals, after all, the former may
power greater than himself, including another possess senses and abilities radically different from
Immortal. Each covenant represents a unique those used by mortals who eke out an existence in
agreement between the character and the granting muddy fields. Regardless of the width of the gap the
power. However, these covenants tend to follow two sides can create a common agreement through
specific, formal conventions established at the the covenant.
beginning of time.
Similarly, the granting power must possess the right
The mortal classes of clerics, druids, rangers and to make a decision for itself. This attribute comes
paladins represent a limited form of the covenant into play primarily when dealing with the servants
of various gods. These creatures, regardless of their
power, do not possess free will. They do not have
Short Form: Covenants in a the ability or the right to enter into a covenant. At
best they may act as intermediaries in a covenant
Paragraph arrangement involving an Immortal and the god who
If an Immortal meets a specific challenge created them.
established by a god or other granting power
he enters a covenant with that power. Each Finally the granting power must possess the ability to
time he meets another challenge he gains a somehow imbue its power into other creatures. The
restriction and an additional victory associated exact mechanism for this imbuing may vary from
with that covenant. If he violates the restrictions power to power. For example, one power may detach
the granter revokes the power until he atones. a small portion of its own awareness to passively
Entering into a covenant involves the character possess the Immortal while another may ‘reflect’
in the feuds and alliances of the granting power. a small portion of its abilities into the Immortal’s
physical form.
77
COVENANTS
78
COVENANTS
Conversely gods have already transcended the mortal As a general rule gods and powers can grant the
coil. Some are Immortals who walked the path to following number of victories along the path to
immortality in ages past. Others came into being just immortality.
before or during the creation of the world. Whatever
their origin each god wields tremendous power over Maximum Number of
specific domains of influence. The god can grant part Type Victories per Immortal
of his powers to an Immortal as part of the covenant Quasi Deity 1
arrangement. Demi-god 3
Lesser Deity 5
The gods in most D20 campaigns vary in strength Collective Power 7
from relatively weak demi-gods to the almost Intermediate Deity 7
indescribably powerful greater gods. In worlds where
Greater Deity 9
this distinction comes into play each successive
level of god can enter into more and more complex Over Deity 13
covenants, resulting in each god being able to guide
If the Games Master wishes to define his campaign
the Immortal closer and closer to transcendence. The
world’s deities’ maximum number of victories per
greatest gods in the campaign can grant transcendence
Immortal on a case-by-case basis he may do so. The
to those who prove themselves worthy. Other, weaker
above table provides guidelines; the Games Master
gods must allow their favoured servants to prove their
may ignore them if he wishes. For example, he may
worth to their allies as well.
wish to create a quasi-deity of immortality charged
with managing the path to immortality by the creator
Gods and Multiple Domains god. This quasi-deity could grant up to 13 victories
As described in Core Rulebook I and elsewhere, each to a worthy Immortal.
god influences a number of domains. A god can enter
into a covenant agreement associated with any of his Immortals may enter into covenant arrangements if
domains, so long as that domain does not conflict they have the proper gifts to do so. Each victory
with the Immortal’s own alignment. an Immortal grants reduces his Aura and his total
number of victories used to calculate his apotheosis.
When an Immortal successfully completes a
challenge to extend his covenant with the god he may
choose to either increase one of his current covenant Terms of the
domains or add a new one from the god’s portfolio.
The god uses the total value of the covenant, not Covenant
the individual domain totals, to determine when it By definition a covenant represents an agreement
reaches its maximum limit. between two or more individuals. The covenant
governs an exchange of goods, services or abilities
Example: Walther, an Immortal with a covenant between the signing parties. When mortals form
arrangement (War 1), slays the demon-dragon Ikuko. covenants they tend to exchange fairly mundane
This deed completes the challenge placed before him things: houses for currency, land for a portion of the
by his patron, the minor god of war Nekoda Uji. In yearly harvest or jurisdiction over a group of people
return Uji grants Walther a new gift. Walther could in return for military service. When Immortals form
either increase his War term to two or select another covenants with granting powers the power grants
domain from Nekoda Uji’s portfolio. Regardless of indirect access to the tools of creation in return for the
his choice the covenant total equals two. Immortal’s oath to perform actions directly related to
maintaining or destroying something important to the
granting power.
Granting Powers and
Maximum Victories Although granting powers can, in theory, ask the
As stated above, each granting power supports a Immortal to perform any sort of service, in practicality
limited number of victories. The greatest gods they usually only make a small number of requests.
can lead their chosen champions to transcendence. These requests follow a format established when the
Other, less powerful gods simply cannot make that gods wove the world and cannot be altered to fit the
radical a transformation within the world. If their whims of a particular mortal, Immortal or god. These
servants truly desire to transcend the god will have to formats form a ‘natural law’ written into the universe.
allow them to serve additional masters.
79
COVENANTS
Devils (and other powers of both law and evil) are particularly famous for complicating the language of
various terms. The extra words they weave into the established format have no binding power, although they
like to make their thralls believe otherwise. Violating the true terms can bring retribution; violating the false
or misleading terms leads to more trickery by the granting power.
Players engaged in covenants with dark powers may try to avoid some of the most onerous aspects of their
covenant agreements, especially if these aspects do not relate to the established covenants. It is up to the
Games Master to ensure that each time the character violates a term, binding or not, the consequences far
outweigh the benefits.
80
COVENANTS
a covenant with a good power will anger his granting † Magical Assistance: The Immortal may not
power if he refuses to help other good creatures resolve the problem using his magical or Immortal
regardless of the legal niceties. powers.
† Material Assistance: The Immortal may not
Modifications to an Allegiance provide the petitioner with wealth or the materials
The following modifiers apply to an allegiance needed to directly solve his problem.
covenant term. The Games Master, not the players, † Support: The Immortal may not resolve the
determines which modifiers apply to a particular problem for the petitioner using his mortal skills,
covenant term. although he may support the petitioner’s own
actions.
Valid Petitioners: This modifier controls who
is able to demand aid from the Immortal. The Petitioning Details
list of possibilities includes but is not limited to Each covenant containing an allegiance term contains
combinations of the following: within it a specific ritual petitioners use to invoke the
† Alignment: Any character of the appropriate agreement. This ritual ranges from something as
alignment may demand aid. simple as uttering the Immortal’s name to complex
† Alliance: Any character sworn to serve a particular rituals requiring up to 1,000 gp investment per
god may demand aid. petition.
† Race: Any character of the appropriate race may
demand aid. Properly invoking the petition ritual requires a
† Sex: Any male or female (select one) may demand Knowledge (religion) or Knowledge (arcana) check
aid. (DC 15). Each skill check takes at least one hour and
† Nation: Any citizen of a particular nation may completely consumes whatever materials the mortal
demand aid. uses. If the mortal fails the petition does not reach
† People: Any member of a particular ethnicity may the Immortal’s ears unless he could sense it through
demand aid. ordinary means.
† Type/Subtype: Any creature of the appropriate
type/subtype may demand aid. When a mortal properly completes the petition
† Class (and level): Any creature with one or more ritual the Immortal becomes aware of the petition’s
levels of the appropriate class may demand aid. contents, the petitioner’s location and his general
welfare. The Immortal must immediately respond,
Examples of targets include: all evil sorcerers over regardless of his current activities.
9th level, all good elves and all of the worshippers of
the god of locks. An Immortal, even one who meets the other
requirements for being a petitioner, cannot petition
Petition Time: This modifier controls when a another Immortal for aid.
petitioner may demand assistance from the Immortal.
The possible petition times include: During each day of in-game time the Games Master
† A specific season (e.g. only during the summer secretly rolls 1d10. If the result comes up a one the
months). Immortal receives a properly phrased petition that
† One of the four day markers (dawn, noon, dusk, day. If it comes up any other number the mortals
midnight). may make improper petitions but the Immortal is not
† Only after a specific recurring event (the yearly required to act upon them.
solstice).
Some Immortals, in order to hide form their
Forbidden Aid: This modifier affects what responsibilities, try to hide their ‘true name’ from
assistance the Immortal may extend. Each forbidden their petitioners. Despite the amount of Immortal
aid modifier applied further restricts the Immortal’s lore suggesting otherwise this trick does not work.
actions. A list of potentially forbidden methods of The petitioners may invoke the Immortal using any
extending aid includes but is not limited to: name or title he possesses or once possessed.
† Information: The Immortal may not provide
the petitioner with information beyond what
the petitioner could secure through his own
resources.
81
COVENANTS
82
COVENANTS
the Summer Crown (a summer constellation) remains Failure to perform duties associated with a divine
in the sky or promote conditions under which vermin court interferes both with other Immortals and with
can flourish. whatever natural processes the court governs. In
addition to causing political problems, this can
Bond Awareness and Deterioration lead to untold devastation in the mortal world. For
When an Immortal accepts a bond he develops a example, if an Immortal with the title ‘Overseer of the
general awareness about the bond’s object. This Eastern Tides’ fails in his duties to organise the water
sense allows him to make a Concentration check (DC elementals he could devastate entire coastlines.
below) to access one of the effects listed in the table
below. Failure to perform duties woven into the world
can have equally destructive consequences. These
Unless the Immortal actively takes steps to promote titles and duties typically stem from some specific
his bond the Games Master makes a secret roll on process or power that requires direct oversight.
1d20 once per game month. On an even result the When oversight fails, the effect spins out of control.
bond’s situation begins to deteriorate. If the Immortal For example, in some worlds each wind and type of
does not take corrective action the condition receives storm requires a specific overseer. If the overseer
one ‘deterioration mark’. When the condition fails in his duty then the wind/storm slips its chains,
acquires three marks the Immortal is considered to scouring the world until something intervenes.
be in violation of the covenant’s terms. He loses the
victory and gift associated with this covenant term. In both cases failure carries three separate
He may atone for his failure by restoring the bond consequences: the loss of power associated with
and making amends with the granting power. standard failure, social/political problems within the
Immortal community and some practical destruction
the Immortal must deal with before he can atone for
Commitments his actions.
The Immortal commits to the performance of specific
practical duties on behalf of the granting power. Terms of Commitment
These duties require at least 10% of the character’s Commitments require the character to perform one of
time. The duty always involves some physical or the following roles. The Games Master may mix and
magical action. Most duties involve something the match duties from these roles or create new roles if
granting power would have to do anyway or needs he needs to meet specific campaign goals.
done by a third party for some metaphysical reason.
Each role possesses a specific, flowery title associated
Letter of the Law: I will take up the duties of (insert with it in the context of the covenant arrangement.
title here). I accept these duties as my life and my Thus, a character will not swear to be a courtier or
way. Should I fail to discharge them, I accept that the a seneschal. Instead, he swears to be the Courtier of
consequences rest upon my head. the Ninth Star or Seneschal of the House of Dawn.
Spirit of the Law: An Immortal who accepts this Adversary (Primary Skill: Intimidate): The Immortal
covenant term takes on a title within a deity’s court spends some of his time creating situations to try
or from the plethora of roles woven into the world’s mortals. He usually works alone, although he may
fabric. This title possesses specific duties the work with other adversaries on particularly complex
character must undertake. If he fails to discharge schemes. Being an adversary requires at least 10%
these duties at the agreed-upon times then he violates
this term.
83
COVENANTS
of the characters time in blocks of no less than one a herald’s duties takes 10% of the character’s time in
day each. blocks of no less than one week.
Caretaker (Primary Skill: Healing): The Immortal Hunter (Primary Skill: Survival): The Immortal
takes on responsibility for helping and guiding assumes responsibility for hunting down and
some living creature. Unlike the other roles, being destroying things displeasing to the granting power.
a caretaker is a full time position. The caretaker Performing a hunter’s duties takes 20% of the
assumes responsibility upon the creature’s birth and character’s time in blocks of no less than one day
retains it until the creature comes of age. After his each.
charge matures the granting power will not call upon
the caretaker for at least another 2d4 years. Judge (Primary Skill: Knowledge (law)): The
Immortal assumes jurisdiction over disputes within
Courtier (Primary Skill: Bluff): The Immortal must an area or Immortal/divine court. Being a judge
spend time in an Immortal or divine court. During requires 20% of the Immortal’s time in blocks of
this time he must assist other Immortals bound to the no less than one day. Judges receive a +1 bonus to
same granting power. He must also arrange events at all Diplomacy and Sense Motive checks targeting
the court so they favour the granting power’s causes. intelligent characters within their jurisdiction.
Courtier duty typically takes 20% of the character’s
time, in blocks of no less than one week. Minister (Primary Skill: Concentration): The
Immortal assumes administrative responsibility
Fool (Primary Skill: Perform (any)): The Immortal for one of the seemingly infinite number of details
accepts the responsibility to show his fellows the making up the universe. Doing things like counting
truth through wit and humour. A fool is only partially grains of sand or recording each baby’s first cry may
entertaining; he also thrusts uncomfortable truths out seem pointless, but each Minister’s role performs
into the light and makes people face themselves some vital if relatively mundane function in keeping
whether they wish to or not. Duty as a fool takes the world running smoothly. A minister’s duties
up 10% of the character’s time in blocks of no more take up 10% of the character’s time in blocks of no
than one day each. Most Immortal or divine courts less than one day. Ministers do not suffer drastic
cannot stand to have a good fool around for longer complications (see below) regardless of how poorly
than that. they do at their skill checks.
General (Primary Skill: Base Attack Bonus + Sage (Primary Skill Knowledge (arcana) or
Intelligence): The Immortal leads a legion of Spellcraft): The Immortal must answer questions
outsiders or other mortals who serve the granting posed to the court he serves. These questions may
power. He must lead them in battle, drill them during deal with policy, the natural world or the complex
peace and deal with any infractions or discipline mythology springing up from the universes’ birth and
problems during either state. A general’s duties take extending until its prophesied death. Being a sage
up 20% of the character’s time in blocks of no less takes up 20% of the character’s time in blocks of
than one week each. no less than one week. Sages gain an additional +2
racial bonus to all Knowledge skills.
Guardian (Primary Skill: Spot): The Immortal
assumes responsibility for defending a specific Seneschal (Primary Skill: Diplomacy): The Immortal
person, place or object. The Immortal must remain takes responsibility for managing and maintaining a
within line of sight of his charge. He must protect it wellspring or divine court. Seneschals serve in one
from those who would bring it harm. A guardian’s decade rotations; during their term of service their
duties take up 10% of the character’s available time duties consume 80% of their time. Outside of the
in blocks of no less than one day each. term of service the Immortal may act as he pleases.
Seneschals receive great respect from other beings,
Herald (Primary Skill: Knowledge (religion)): The they receive a +2 bonus to Channel and Infuse
Immortal acts as a messenger within and between checks required for all numen gifts regardless of their
Immortal and divine organisations. While functioning origin.
as a herald the Immortal cannot come to harm while
in a hostile court, although nothing prevents his
enemies from tormenting him verbally. Performing
84
COVENANTS
The Call of Duty target into thinking he wishes to assist them and may
If the Games Master has not previously arranged a provide them with temporary help so long as the
duty schedule he may roll 1d20 at the beginning of process ends with their destruction or humiliation.
every month. On an even result the character must
devote at least one time block to his duties. If the Unless otherwise specified the Immortal cannot
character did not serve in the previous month he must socially associate with those he swore to destroy.
devote two time blocks. If he encounters them in the course of his other
duties he may be civil so long as doing so does not
Unless the Games Master wishes to play out the duty provide the target with an advantage. However, if the
the player makes a check using the role’s primary opportunity arises in casual contact for the Immortal
skill (DC 30). If he succeeds the Immortal discharges to inflict lasting harm he must immediately take it.
his duties without difficulty. If he fails this check the
Immortal suffers some complex difficulty requiring This term concerns itself with lasting rather than
direct attention. If he fails to resolve this difficulty temporary harm. An action that inflicts temporary
through the course of play the Immortal defaults on harm but in the long run produces a positive effect
this obligation. is as much a violation as providing direct aid or
shelter.
If a character possesses multiple commitments he
must do his best to meet all of them. The Games Modifications to the Nemesis
Master may roll for unscheduled commitments Relationship
separately or treat them as the same duty. It is always Nemesis relationships take on a variety of tones.
the Games Master’s choice when the commitments The following modifiers help to model this variety
come into conflict. although other variations remain possible.
Nemesis
When an Immortal agrees to take on a nemesis he
dedicates himself to the destruction and humiliation
of a particular opponent, race or people. He must
do everything in his power to bring his foes low,
even sacrificing himself if it is required of him. The
granting power will bind the Immortal to a nemesis
that opposes its goals; it may even be a former friend
or colleague from the Immortal’s mortal days.
85
COVENANTS
Duration: By default when an Immortal engages with greater glory of the granting power. The Immortal
his target he must strike with all his strength until makes offerings in public and in private. Public
he annihilates the target. This modifier changes this offerings must be remarkable, impressive and flashy
default behaviour to one of the following: enough to attract attention. Private offerings must
† Indirect Strike: The Immortal may not directly involve deep personal sacrifice, to the point where
attack the target, but may torment it for any giving up the offering actively pains the character.
duration.
† Limited Duration: The Immortal only has a short Letter of the Law: Of all the things I have this
period of time to destroy the target. Typical limits (insert offering) I offer up as sacrifice. It is mine
include: one hour, one day or from sunrise to by right and might; no being may dispute my claim.
sunset. This offering, given at the appointed time, I give of
† Set Period: The Immortal must ‘play’ with the my own choice in keeping with the ancient ways.
target for a specific period of time before executing
the final strike. Spirit of the Law: The Immortal offers of himself
† Single Strike: The Immortal may only make a in order to sustain a specific deity, process, power
single attack at his target. or other entity in the universe. This offering
must come from the Immortal’s magical, material
Target: This modifier determines the Immortal’s or metaphysical resources. Each offering must
foes. The list of possibilities includes but is not represent an actual sacrifice on the Immortal’s part;
limited to combinations of the following: giving up things the Immortal can easily afford does
† Alignment: Any character of the appropriate not imbue the offering with enough force to sustain
alignment. the offering’s recipient.
† Alliance: Any character sworn to serve a particular
god. Offerings come in four types: blood, magic, materials
† Race: Any character of the appropriate race. or metaphysical power. When the Immortal offers
† Sex: Any male or female (select one). blood he sacrifices some number of hit points to his
† Nation: Any citizen of a particular nation. granting power. Similarly an offering of magic must
† People: Any member of a particular ethnicity. prevent the Immortal from using his mortal spells for
† Type/Subtype: Any creature of the appropriate at least 10% of the year. Offering materials causes
type/subtype. the Immortal to sacrifice at least 50% of his existing
† Class (and level): Any creature with one or more wealth and mundane/magical equipment. An offering
levels of the appropriate class. of metaphysical power involves the investment of at
least 50% of the Immortal’s Aura for a span of time
Examples of targets include: all good sorcerers over equal to no less than 10% of the year.
9th level, all evil elves and all of the worshippers of
the god of keys. The term may specify either public or private
offerings. A public offering requires the Immortal
The Price of Obsession to make his offering in a place where mortals can
An Immortal may temporarily use his strength of will see his sacrifice. A private offering may take place
to resist the compulsions laid upon him by becoming anywhere in the world. In the latter case the granting
a nemesis. Each round the Immortal deals with a power may dictate a specific location (usually a
target in a non-destructive fashion he must make a wellspring) as the appropriate offering place.
Will save (DC 15 + 2 for each round after the first).
If he successfully remains non-destructive for four or Modifications to Offerings
more rounds he no longer needs to make the saving The exact type of offering required of the Immortal
throws and has violated the terms of his covenant. varies from covenant to covenant. In most cases the
Once the Immortal violates his covenant in this offerings and their various requirements fit into one
fashion he must destroy the creature he spared in of the formats below. The Games Master may, at his
order to atone for his crimes. option, decide to alter any of the offering formats to
suit his campaign.
Offerings Offering of Blood: The Immortal must sacrifice a
The Immortal agrees to make regular offerings of number of hit points equal to 20 x his total number
a material, magical and metaphysical nature to the of victories to the granting power at each part of the
86
COVENANTS
offering cycle. If the Immortal offers up his own hit governs the luck domain there must be a reasonable
points this damage heals at a rate of 1 hit point per chance the character can turn a profit on the venture
day and he cannot receive magical healing to restore for it to count (e.g. adventuring does not count towards
the damage. If the Immortal offers up hit points from the time investment). The character must sacrifice at
other creatures (willing or otherwise) the creatures least 50% of this income each year. Additionally he
heal normally but lose one point of Constitution must sacrifice at least 50% of any periodic income
permanently each time they offer up the sacrifice. (including adventuring income) he earns.
An Immortal who makes an offering of blood from An offering of material may involve coins, gems,
unwilling creatures automatically becomes evil. mundane or magical objects, grain and fruit and just
about anything else of value. Materials not of value
Offering of Magic: The Immortal must sacrifice to the Immortal or that he did not sacrifice some of
his power his time to acquire
to channel cannot form part of the
arcane or Immortal’s offering.
divine energies
to the granting An Immortal who
power for a makes an offering of
period equal to no materials may add his
less than 10% of the year. total number
Each time the Immortal of victories as
sacrifices his abilities he a bonus to his
loses access to the ability Profession checks when
to cast spells but not to determining weekly income.
the class features of all
his mortal spellcasting Offering of Metaphysical
classes for at least one Power: The Immortal must
day. During this time offer up at least 50% of his
the Immortal cannot total Aura to his granting power
cast spells although he for 10% of the year. Each time
may continue to use his the Immortal makes this sacrifice he
Immortal gifts normally. loses access to the sacrificed Aura for
the duration of one day. During this
An Immortal who week he operates as if his Aura total
makes an offering was ½ (rounded down) of his normal
of magic may add maximum.
a bonus equal to +1
per 20 spell levels An Immortal who makes an offering of
sacrificed to his metaphysical power may add a bonus
Spellcraft check to equal to +1 per two Aura points sacrificed
successfully enact the to his Spellcraft check to successfully
offering ritual. enact the offering ritual.
87
COVENANTS
make it during a specific ritual time each year. In Both private and public offerings require the
the case of magical and metaphysical offerings the Immortal to prepare a ritual space. Preparing the
Immortal loses his powers for the entire specified ritual space requires at least one hour of work and a
duration (10% of the year) starting on the day of the Spellcraft check (DC 20). The Immortal may have
offering. assistance establishing the ritual space — indeed
many Immortals maintain small cadres of experts
Seasonal Cycle: The Immortal must make his offering solely for this purpose.
four times each year, once during the height of each
season. In the case of magical and metaphysical Private offerings require the Immortal to make
offerings the Immortal loses his powers for ¼ of the five Spellcraft checks (DC 20). He must succeed
specified duration (10% of the year) starting on the on at least three of the five skill checks in order
day of the offering. to complete the ritual. The Immortal may receive
assistance from other characters through the aid
Monthly Cycle: The Immortal must make his another action. These assistants may use any one of
offerings once each month. Most fantasy calendars the following skills: Knowledge (religion), Perform
have between 12 and 14 months, although some have (any) or Spellcraft.
as many as 20. Each offering period requires the
Immortal to make a proportional sacrifice. Immortals Public offerings require each participant to make a
who must make magical and metaphysical offerings Perform (any) check (DC 10). Each participant who
try to keep the exact time of their monthly offering successfully makes his skill check may add a +1
cycle’s secret; these cycles create regular and highly bonus to the Immortal’s Spellcraft check (DC 25).
predictable vulnerabilities the enemy can exploit. The Immortal only receives one chance to succeed or
fail when performing a public ritual.
Offering Venue: Unless otherwise specified a
covenant assumes the Immortal may make his The Immortal loses the offering and if appropriate
offering in private. However the covenant term may his abilities for the specified duration regardless of
specify either private or public offerings. the ritual’s success or failure. If the ritual fails the
Immortal must attempt to properly enact the ritual as
Private Offering: An Immortal may make a private soon as he possibly can.
offering in a properly prepared ritual space (see
below). The Immortal does not require the presence
of any other mortals or Immortals to make the Quests
offering successfully. Private offering rituals often When an Immortal agrees to undertake quests as part
involve some form of personal abasement, although of a covenant he must immediately undertake an epic
particularly powerful Immortals can sometimes quest in addition to the challenge he just completed.
rearrange the ritual to avoid such displays. Once he completes this quest the granting power
may, at its option, call upon the hero to perform a
Public Offering: An Immortal must make a public similar quest every decade. These secondary quests
offering in the presence of a specified number of do not count as challenges for the Immortal, although
mortals and/or Immortals of a specific type. Public they may aid or oppose challenges taken by others.
offerings usually involve some spectacular display
designed to attract attention to the offering. Letter of the Law: I swear, by the powers I wield
and the truth I serve, to undertake (insert quest
condition). When, in the cycle of time, this quest
The Rites of Offering comes before the world again I will act as a (insert
It is not enough for the Immortal to make his role) to aid mortals in their struggle to accomplish
offering; he must also make the offering in an the same task.
appropriate format and following specific established
conventions. The granting power burns these Spirit of the Law: An Immortal who accepts this
conventions into the Immortal’s soul when he accepts covenant term becomes, in effect, a part of the
the covenant term. Each time the Immortal makes universe’s narrative process. He accepts a role as
his offering he must perform the rituals precisely or a hero or villain in the continually unfolding story
the offering is wasted and he must make an equal the universe tells about itself. Unlike a free-willed
sacrifice again. mortal the Immortal cannot choose to change his
88
COVENANTS
role; once chosen he must play out his part regardless their way by other Immortals and provides council in
of the personal consequences. the form of dreams or visions to worthy heroes.
As soon as the Immortal accepts this covenant term Assistant: The Immortal directly assists the questers
he must undertake the specified quest. He must use through their task. He may not resolve conflicts for
all of the resources at his disposal to complete the them; instead he provides assistance either through
quest. If he fails in his first attempt the Immortal the aid another action or in other less mechanical
may, assuming the quest objective still exists, essay ways. A young Immortal often finds this role
further attempts until he finally succeeds. particularly difficult; it is much easier to simply step
in and resolve the problem than it is to watch mortals
Once the Immortal succeeds he becomes part of bungle the job time and time again.
the ‘quest cycle’ surrounding all quests similar to
the covenant quest. When a quest following the Impediment: The Immortal makes life difficult for the
same pattern as the Immortal’s appears in the mortal questers or supports the quest’s antagonist. Unlike
realm, the granting power may assign him to either the antagonist the impediment cannot directly oppose
complete the quest or to assist the mortals attempting the questers for any reason. Instead he may either
it. Once the granting power sets the tone for the provide assistance to the antagonist in an indirect
Immortal’s interaction (either direct or indirect) the fashion or he may alter the world using his full
Immortal may use all of his powers and resources to powers so that the questers have a more difficult time.
fulfil his role. For example, an Immortal with power over the spirits
of wind and water could not just send them to kill
In those cases where the Immortal acts as an assistant the questers. However he could channel elemental
the success or failure of his charges determines power into a monstrous storm then unleash that storm
whether or not he violates the term. on the questers as part of their quest’s challenges.
Modifications to the Quest Guide: The Immortal provides the questers with
The quest represents one of the most flexible and information and directions intended to help them
difficult to categorise of the covenant terms. On move from one quest challenge to another. The guide
the surface this term covers any single activity the may only speak to the questers once during each
Immortal may have to execute in order to fulfil his stage of the quest. After delivering his information
covenant. However, it also ties the Immortal to the he must wait for the mortals to complete their next
hero’s cycle and the cycle of time. As history repeats challenge before interacting with them again.
itself and the world calls for heroes time and time
again, the Immortal takes up his place in the cycle. Resource: The Immortal cannot interact with the
questers until they complete a specific stage of
The following modifiers apply to each quest term: their quest. At that time, the Immortal may give
them resources in measure with their need and the
Cycle Role: Once the Immortal completes his quest Immortal’s own abilities. These resources may take
he takes a secondary role in all future quests of the many forms: traditional magical items, material
same type, as requested by the granting power. The wealth, mundane assistance, guiding spirits or any
Games Master may select from among the following other resource the Immortal and Games Master feel
roles: would assist the questers in some fashion.
Antagonist: The Immortal is, himself, the quest’s Quest Type: Technically the Games Master could
target. The world calls forth mortal heroes to defeat create a nearly endless list of potential quests.
the Immortal’s grand schemes, whatever they may However, for the purposes of the quest covenant
be. These mortals have an alignment opposite that of the Games Master should limit himself to the quest
the Immortal. By the rules of the quest the Immortal structures presented in the Challenges chapter (pg.
cannot use his gifts or Aura to overwhelm the mortals 196).
even if they directly attack him.
The Hero’s Cycle and the Cycle of Time
Advocate: The Immortal acts on behalf of the questers When the gods wove the world from nothingness they,
in the Immortal and divine courts. He works to bring intentionally or accidentally, built in a mechanism by
resources to them, removes impediments placed in which the world defends itself. This mechanism,
89
COVENANTS
called the hero’s cycle, ensures that when forces right fall upon me. I accept whatever price the world
rise to destroy the present and the future mortals rise may demand, up to and including my removal from
up to oppose it. These mortals may come from any the past, the present and the future.
background, race or creed. However, they all stand
ready to answer the world’s need, whether they are Spirit of the Law: An Immortal who accepts the
conscious of it or not. ritual term agrees to perform specific actions at
specific times and in a particular fashion. A ritual
As the world continued past creation’s first moments may involve some form of offering but this offering
it established the second cycle: the cycle of time. The will not reach the level of sacrifice required by the
cycle of time governs the distance in time between offering term.
invocations of the hero’s cycle. It also ensures that
heroes will be ready for each call by spacing out the Ritual performance demands exacting attention to
need for them in a relatively ordered fashion. detail. A misspoken word or out of place gesture
can spoil the ritual. In some cases, the Immortal
Taken together these two cycles create a great pattern will have the opportunity to attempt the ritual again.
in the universe quite pleasing to those allied with However, he may not retry rituals that must take
mythic law. Heroes are born, rise to prominence, place at a particular time.
take up their appointed challenges and then pass on,
and the cycle begins anew. Everything progresses When the Immortal improperly performs a ritual
steadily forward with minimal change. a specific, usually catastrophic, consequence
occurs. The Immortal must take action to correct
When an Immortal accepts a quest covenant he the consequence. Failure to do so will result in the
becomes part of these great cycles. If the Games universe taking action to remove the character from
Master has detailed the two cycles he may invoke existence. This action begins as seemingly random
the character’s secondary role at appropriate events and ends with the character vanishing as if he
moments. Otherwise, each year the Games Master never existed.
rolls 1d10. On a result of one or two he may invoke
the Immortal’s secondary role during that year. Any Once the universe enacts its final sanction the
other result indicates the cycle of time and the hero’s Immortal is reborn as a 1st level character of the same
cycle have not yet created an appropriate quest. name. He does not remember his previous existence.
History rewrites itself so that other beings fill in for
So long as the Immortal does not violate the terms of the character in his original history.
his role he fulfils his duty regardless of the questers’
success or failure. Although it seems counterintuitive Modifications to Rituals
the antagonist role follows this rule as well. In the Much like the quest term, the ritual covenant term
antagonist’s case his personal success or failure represents a wide array of possible actions. Many of
matters less in the overall scheme of things than his these actions seem completely nonsensical to those
obedience to the universe’s rules. without a proper perception of the universe.
90
COVENANTS
Most ritual default results do not change over time. many as 20. The Immortal may safely fail as many as
Each time the Immortal fails to perform the ritual three rituals a year without incurring a default result.
properly he faces the same challenge with minor Each time the Immortal fails in his ritual performance
variations. Rituals associated with the chaos domain he suffers the effects of failure until the next month’s
may present a less predictable profile; at the Games ritual opportunity.
Master’s option chaos-related rituals may create
random challenges when the character defaults on Ritual Difficulty: The difficulty of a ritual depends
them. almost entirely upon when the Immortal receives it in
his covenant progression. The DC for all skill checks
Location Requirements: Unless otherwise specified is shown on the table below:
the Immortal may fulfil his ritual obligations
anywhere in the universe. If the ritual must take place Victories Required to Difficulty Class of Skill
in a specific place it receives a location requirement. Gain Covenant Term Checks
Most rituals with location requirements must take 1 20
place in a wellspring (see the Wellsprings chapter, pg. 2 23
21). The Immortal cannot properly execute the ritual 3 26
in a location other than that specified in the location
4 29
requirement; if he cannot reach the location in time
5 32
he defaults on this covenant term.
6+ 35
Material Requirements: Most Immortals possess
tremendous resources and so may ignore simple Performing a Ritual Properly
material component requirements. However, some Performing a ritual properly requires careful
rituals demand exotic components capable of taxing attention to detail, intense focus and some amount of
the ingenuity of even the most dedicated Immortal. performance skill. Knowledge of the required words
These objects rarely have a monetary value; instead and techniques also helps. In order for an Immortal
they are difficult to acquire, available only during to properly fulfil his ritual obligation he must make
specific times of year or exist only in an extremely the following skill checks in order:
limited quantity.
† Knowledge (arcana)
Ritual Cycle: Unless otherwise specified the † Concentration
Immortal must fulfil his ritual obligation once per † Spellcraft
year. If the Immortal fails to perform the ritual † Perform (any)
properly he defaults on the covenant term and suffers † Concentration
the consequences thereof until he gets a chance to
perform the ritual again next year. The DC for each skill check is determined by the
ritual difficulty modifier. If the Immortal succeeds
The Games Master may modify this default cycle on a skill check he gains a +2 circumstance bonus
to one of the following, optional cycles: seasonal or to the next skill check. He may fail two of the five
monthly. required skill checks and still successfully perform
the ritual.
Seasonal Cycle: The Immortal must perform the
ritual four times each year, once during the height
of each season. If the Immortal fails in this duty he
Defaulting on and Atoning for
defaults on this term until the next ritual opportunity. Covenants
If he successfully performs the ritual at the next When an Immortal violates a term of the covenant
opportunity he restores balance to the universe. This he ‘defaults’ on that term. Defaulting on a covenant
removes the default result and restores the Immortal’s term carries with it severe repercussions. Once the
victory and gift. However, if he fails on his next ritual Immortal defaults he must make amends through a
attempt he permanently defaults on this term. process called atonement.
Monthly Cycle: The Immortal must perform the When an Immortal fails to live up the responsibilities
ritual once each month. Most fantasy calendars have outlined in a covenant term he ‘defaults’ on that term.
between 12 and 14 months, although some have as While the Immortal is in default he loses the victory
91
COVENANTS
associated with that term and the gift he gained for The Compact of the Five Seals and Seven Stars:
agreeing to abide by it. Unless otherwise specified in is a covenant arrangement between an over-deity and
the term description the Immortal must atone in order the mortals he wishes to raise into godhood. The
to restore his access to the victory and the gift. This numbers five and seven refer to the total number of
victory loss cannot lower the character’s apotheosis victories required to gain Transcendence. The five
step. seals in the name refer to the five rituals the Immortal
accepts responsibility for. The seven stars are the
In order to atone the Immortal must petition seven free peoples of the world, each of which has a
the granting power for a challenge. Successful separate allegiance term in the compact.
completion of this challenge does not gain the
character a victory but it does remove the default. When mortals invoke Immortals who participate in
The Immortal does not gain experience points while this covenant they often do so ‘by the power of the
engaging in this challenge. five seals and the seven stars’.
If the Immortal fails to meet his atonement challenge The Covenant of Azoath: is a covenant arrangement
he permanently loses the victory and the gift between a lesser evil deity (Azoath) and those
associated with this covenant term. This loss can mortals who enter his service. Azoath refers to his
reduce the character’s apotheosis step, forcing him covenant terms as ‘bindings’; his priests invoke
to take another Great Challenge to advance again. his Immortals through an allegiance by saying ‘I
The Immortal can take challenges associated with command (Immortal’s name), thrall of Azoath, by
the granting power, although if he fails this second the bindings laid upon him in my master’s name!’
challenge he may never take challenges related to the
granting power again. Companion’s Oaths: is a covenant arrangement
between an intermediate deity of war and his Immortal
servants. When a mortal dies he may attempt to take
The Covenant in the the first oath, in which he swears blood and souls to
Game World his new lord. If he succeeds he returns to life as an
Aspirant Immortal, armed with a gift and knowledge
The term covenant describes both a game rules entity
of what lies beyond the veil of death.
and an in-game agreement between a character and
one of the universe’s great powers. The game rules
describe how the covenant limits the character’s Recognising a Covenant Name
actions and gives him additional victories through When a mortal hears a covenant name he may make
which he gains Immortal power. These rules imply, a Knowledge (arcana) or Knowledge (religion) check
but do not completely describe, the in-game object (DC 20) to recognise it. If he succeeds he knows
that contains the covenant arrangement or provide which granting powers signed the covenant and
the language characters use to refer to it. generally what covenant terms bind the Immortals
who accept it.
In the game world the covenant may have one or both
of the following additional properties: a covenant Physical Representation
name and a physical representation. Some covenants exist simply as words spoken by
the granting power and agreed to by the Immortal.
Covenant Name However, most also have some kind of physical
representation or marker. These representations
Although the concept of covenants may be new to
a particular campaign they have, in theory, existed provide the covenant with some kind of practical
since the dawn of time within the campaign world. expression as well as recording the terms for
As such, the covenant may have its own name that everyone who wishes to see them.
describes it to those who know such things.
A covenant’s physical representation may take any
Each covenant name is unique to it. It may contain form. However, divine tradition indicates that the
one or more descriptive phrases or blandly designate following forms are most common: echoing words,
the signatories. Characters refer to their covenant physical mark, tattoos or written documents.
agreements by name, rather than simply saying ‘my
covenant’. Examples include:
92
COVENANTS
Echoing Words: The words spoken at the moment Written Documents: The covenant agreement
of the covenant’s solidification echo forever in expresses itself in pictographic or literary form.
the world. Any mortal or Immortal who stands in This usually means a heavy book or elaborately
the spot where the Immortal completed one of his constructed scroll, but more elaborate representations
challenges may make a Listen check (DC 15) to hear are possible. Some ‘written documents’ take the form
exactly what the Immortal said to the granting power of pictographs on a cave wall, runes carved into stone
and how it responded to him. tablets or never-healing fire etchings on the trunk of
a great oak tree.
Physical Mark: The formal sealing of the covenant
applied a physical mark to the character. This mark When in the form of a scroll or codex, the written
may be anything from changed eye colour to an document consists of exotic papers and strange,
elaborate pattern of scars on the character’s face multi-coloured inks. A scroll will have elaborate
or body. Each time the character agrees to another ribbon ties and extensive illuminations. A codex
covenant term he receives another physical mark. will have heavy covers made of some alien leather,
jewelled bindings and thick parchment pages.
Any character, mortal or Immortal, who sees the
physical marks may make a Knowledge (arcana) Any character, mortal or Immortal, may read the
check (DC 15) to recognise the granting power. If contents of a written document. The words shape
he succeeds at this skill check the character may themselves on the page so they convey meaning
continue to make Knowledge (arcana) checks (DC regardless of the reader’s intellectual abilities. An
15) as free actions until he fails one of the checks. extremely intelligent reader (Int 15+) can translate
Each successful check reveals one of the Immortal’s the words from the covenant into any language he
covenant terms. knows, allowing him to record the words exactly in
another document. This transliterated document does
An Immortal with physical marks cannot hide them not covey meaning to every reader but if something
using spells or mundane skills. He may, with a great destroys it the Immortal does not suffer any negative
expenditure of Aura, be able to temporarily suppress consequences.
them with an Immortal gift.
Written documents suffer from all the vulnerabilities
Tattoos: The covenant agreement expresses itself of physical objects. If something defaces or destroys
as an elaborate tattoo on the Immortal’s body. This the document the Immortal loses access to the gifts
tattoo always contains both an artistic representation associated with the covenant until he recreates it.
of the granting power and the exact letter of the Should the Immortal choose to destroy the document
covenant’s terms. Tattooed covenants tend to move he immediately loses all victories, gifts and
and shift around the Immortal’s body. They may also apotheosis. He becomes a mortal again, regaining
change shape, fade, glow or otherwise react when the free will and giving up his Immortal powers.
Immortal uses his Aura and gifts.
Any character, mortal or Immortal, who sees the Skill Bonuses and Covenants
tattoos may make a Knowledge (religion) check (DC Like taps, a covenant grants the Immortal bonuses to
15) to recognise the granting power. Unlike physical his Channel and Infuse checks for the gifts associated
marks the character cannot deduce the covenant with it based on the total number of victories invested
terms directly from the symbols. Instead, he must in it. This allows an Immortal character to gain
get close enough to read the writing etched into the bonuses to his skill checks without having to take
Immortal’s skin. mortal levels solely for skill points.
An Immortal with tattoos cannot hide them using For covenants with collective powers the victory
Immortal gifts, mundane skills or spells. The tattoos total equals the total number of victories associated
always show through whatever effect attempts to with that specific power. For example, an Immortal
conceal them. They do not, as a rule, show through with Animals 3 and Plants 4 has three total victories
normal clothing but will ‘grow’ to cover an exposed associated with Animals and four associated with
part of the character’s skin. If the character’s plants. Gifts associated with the Immortal’s Animals
clothing exposes nothing the tattoo grows out over covenant do not receive a bonus from his Plants
the clothing, taking the form of embroidery or covenant and vice versa.
etchings as appropriate.
93
COVENANTS
For covenants with deities the victory total equals the For example: An Immortal has seven victories
total number of victories associated with all of the associated with a covenant. The granting power gives
domains the deity can grant, so long as the Immortal the character domains in Chaos, Good, Protection and
gained them through that deity. The Immortal uses the War. He can use all seven of his victories to calculate
total number of victories to calculate the appropriate his bonus for any of those four domains so long as the
bonuses based on what victory and covenant term the gift came from the same granting power.
specific gift is associated with.
Assuming that mortals cannot ever really know what makes up the collective powers, how do we as Games
Masters present them in the game? We have a nearly infinite number of options, but they mostly fall into one of
the following four categories: abstract representations, fey intermediaries, great spirits and primordial gods.
Abstract representations occur when a mortal mind encounters something it simply cannot comprehend.
In this case the collective power is something entirely alien to mortal existence. The mind tries to come
up with something, anything, to codify the experience. In practical terms each mortal will experience the
abstract representation differently, so the Games Master can pretty much make up anything he likes. Abstract
representations also do not suffer from the bugbear of consistency; the character may experience his granting
power differently each time he interacts with it.
Interacting with the granting power through fey intermediaries bridges the gap between abstract representations
and great spirits/primordial gods. In this case mortals really do not need to know what the collective powers
really are. Instead, they make deals with various fey spirits who intercede with the collective powers on the
mortal’s behalf. The fey have human-like forms and motivations close to the mortal world, so most mortals
deal with them more easily than they do with alien gods. In this case the fey become an important part of the
‘folk traditions’ of the world and druids will spend a good portion of their time dealing with fey spirits.
Great spirits exist a step above the fey spirits. In this case all creatures, from spiders to flowers and on to the
stars, may have a spiritual spark similar to that of mortal creatures. However, taken individually this spark is
not strong enough to communicate with directly. Instead the sparks aggregate into ‘great spirits’ capable of
interacting with mortals. These great spirits represent idealised versions of their source species: giant animals,
plants that can move and talk, stars capable of influencing mortal events, etc. These spirits interact with
mortals in much the same fashion as gods. Druids in a world with great spirits focus strongly on taking totems
and making bargains with the ‘spirits of things’ in return for power.
The power of the primordial gods dwarfs that of great spirits. In this scenario for collective powers the god
responsible for creating a particular collective power (e.g. animals or the moon) still exists in a quiescent
state. All minor spirits associated with the collective power still answer to the primordial god if it bothers to
issue commands. In this case Immortals who wish to petition the primordial god for powers do so by using
challenges to get the being’s direct attention. Druids in a world with primordial gods focus strongly on rituals
and ritual sacrifice, as they must attract their dreaming gods’ attention before their magic can take effect.
All of the descriptions below assume the characters interact with the collective powers through either fey
intermediaries or through collections of the great spirits. However, the Games Master may choose any of the
above options or customise the descriptions to fit his own conceptions of how his campaign world works.
94
COVENANTS
95
COVENANTS
In a world filled with magic, animals’ eventual Mortals encounter the power of animals each time
awakening to their power should have come as no they rely on or struggle against an animal. In those
surprise. Whether mortals made them powerful brief moments they feel their connection with the
through free will or they simply needed something world and link to their forefathers’ struggle to harness
to show them their strength does not matter. Since it for their descendants.
ancient times the power of the animals rose along
with that of mortals, now the two are so intertwined An Immortal must abide by all terms in the covenant
even the druids cannot say if they can go their with a total victory count equal to or less than his
separate ways. total number of victories associated with this power.
96
COVENANTS
97
COVENANTS
98
COVENANTS
use his Hide skill normally. The tattoos seep through Plants
the clothing after one hour. Victories Covenant Terms
1 Bond: Foster the green
Plants (The Green) 2 Offering: Blood, Seasonal
Long before mortals awakened to the world the gods 3 Commitment: Adversary to the Common
brought forth the green and growing things. They Man (commoners)
leaped across the lands and seas, cloaking everything 4 Commitment: Judge of the Green
in verdant glory. Their abundance could feed a 5 Allegiance: Druids over 7th level
handful of mortals and all of the animals roaming 6 Quest: Life, Resource
the world.
7 Ritual: Seasonal
In time mortals began to tame the green just as they Fey associated with the green speak of the forests and
did the animals who lived with it. They cut back the plains as if they were living creatures capable of
the forests, using the wood for fire and their houses. speech. They live among and in the wildest places,
They tamed the wild grasses, transforming them into sometimes even merging with particular ancient and
wheat and barley for bread. The ferns they turned important plants. Such fey take the ‘encroachments’
into bedding and the rushes into cloth and paper on of mortals into their domains very seriously. Lone
which to write their version of the world. mortals who stray into these areas will never return.
Groups of mortals, especially well-armed ones, may
Plants, like animals, drink deeply enough of the survive but will bear forever the nightmares inspired
world’s magic to take on a small spark of awareness. by ‘trees that walk and roots that stalk’.
Taken individually this dim awareness does not
qualify for the word intelligence. However, plants Mortals rarely acknowledge the power the green
rarely exist as individuals. Instead they grow up in holds. They are content to live off its bounty, to rip
stands, fields and great forests. These larger entities its wealth from it and to force it to obey their will. On
combine the awareness of each individual plant into a the rare occasions when it breaks free of their bonds
sentience wholly unlike that of mortal creatures. mortals strike back with fire and fear until they beat it
back into submission.
Channel Bonus: +1 per victory, +2 per victory for
numen gifts An Immortal must abide by all terms in the covenant
Infuse Bonus: +1 per victory with a total victory count equal to or less than his
total number of victories associated with this power.
Description: The power of plants grows as the
number of plants in an area increases. It also waxes Covenant Terms
and wanes with the seasons. In the spring months it The full covenant with the green reads as follows:
explodes as plants surge forth into life. During the
summer it settles into steady strength, which begins I, <insert the character’s name here>, in accordance
to fail as autumn’s touch causes the plants to draw in with the ancient laws, take my stand among the green
for the long winter months. Winter is a quiet season and growing things. Their cause is my own, their
for plants, a time of death and rest as they await needs my first concern. I will do them no harm.
spring’s rebirth. Where flame and steel cut them back I will bring
water and rust to defend them.
Immortals drawing their strength from the green
and growing things mirror this seasonal process. The Immortal adds additional terms as he gains
They start new activities in the spring, stay steady victories.
through the summer, draw to an end in the autumn
and tend to hibernate when the world slumbers under (First Victory): In the shade of the Great Tree I
winter’s chill. Other Immortals can try to exploit swear I must create a world where the green runs
this predictable pattern. Those doing so will suffer free. I may not allow, through action or inaction,
from a terrible surprise; the Immortal’s power does harm to come to things fostering the green.
not diminish during the winter so much as it draws
inward. It is best to leave slumbering Immortals (Second Victory): Of all the things I have this blood
alone, as their reflexive responses may not be as I offer up as a sacrifice. It is mine by right and might;
measured as their more reasoned ones.
99
COVENANTS
no being may dispute my claim. This offering, given Common Covenant Manifestations
on the darkest day of the month, I give of my own The covenant of plants takes the form of a living
choice in keeping with the ancient ways. tattoo of a specific plant that grows from the
character’s feet to his hands. This tattoo blossoms
(Third Victory): In the shade of the Great Tree I whenever the Immortal uses his gifts or exerts his
swear I will take up the duties of Adversary to the Aura in some fashion.
Common Man. I accept these duties as my way and
my life. Should I fail to discharge them I accept that
the consequences rest on my head. Nations
Whether mortal scholars feel a nation possesses
(Fourth Victory): In the shade of the Great Tree I a spirit or not depends almost entirely on their
swear I will take up the duties of Judge of the Green, allegiance to the current government. Those loyal
adjudicating disputes between mortals and the plant to the establishment usually reject the notion, as
spirits. I accept these duties as my way and my life. it implies that a force other than whatever it is that
Should I fail to discharge them I accept that the raised the current rulers might have a say in the
consequences rest on my head. nation’s destiny. Those who hope for a regime
change support the concept of a ‘national’ spirit, a
(Fifth Victory): On this day, at this time, I swear to construct of the hopes and dreams of all of a nation’s
aid the great druids who have proven themselves in citizens given strength through the world’s magic.
nature’s service when they call. I will stand between
them and danger; I will lay down my life if I must to In worlds where nations do have spirits they tend
further their cause. to consist of both created and manufactured beings.
The gods planned the created national spirits. They
(Sixth Victory): I swear, by the powers I wield guard the gods’ chosen lands and may guard the
and the truth I serve, to achieve the Creation of the mortals who live there. Manufactured spirits come
Universal Balm (challenge of life). When, in the about as magic gives life to the rhetoric spoken by
cycle of time, this quest comes before the world mortals as they impose order on the rest of the world.
again I will act as a Resource to assist mortals in their Both sorts of spirits rarely communicate directly
struggle to accomplish the same task. with mortals. Indeed, even manufactured spirits
may resent mortal’s presence as a deviation from the
(Seventh Victory): In accordance with the ancient nation’s ideal state.
law and the rules laid down in the beginning I take up
responsibility for the seasonal rites of the green. If I When a nation vanishes its spirit may linger on. In
fail in this duty the fault, the price and the actions to some cases this spirit shrinks into a small fragment
make it right fall upon me. I accept whatever price of its former territory. There it inspires the nearby
the world may demand, up to and including my mortals to remember the old ways and the ancient
removal from the past, the present and the future. glory of the fallen world. Others transform
themselves into ‘spirits of the people’, associating
with a specific ethnic group or race rather than a
Gift Side Effects
place with borders.
The plants’ power trembles on the razor’s edge
between quiet and animation. If an Immortal with
Channel Bonus: +1 per victory
this covenant also has a tap into positive energy he
Infuse Bonus: +1 per victory, +2 for attribute gifts
receives an additional +1 bonus per victory associated
with the covenant to numen gifts on all Channel and
Description: The power of a nation cannot be
Infuse checks.
measured just in terms of its military and economic
might. The greatest nations have something else,
Effect on Challenges an animating spirit or power, which helps them to
The green cares little for mortal activities but it does shake off history’s bonds. This power animates the
notice things directly affecting its interests. The first people’s leaders and protects the land from the worst
challenge associated with a covenant with plants natural calamities. In turn this good fortune creates
must be a challenge of life or a challenge of power. even more opportunities for the nation, at least until it
comes into contact with another empowered nation.
100
COVENANTS
Immortals tied to a nation rarely leave its boundaries. disputes. I accept these duties as my life and my
If their host nation falls they will lose a tremendous way. Should I fail to discharge them I accept that the
amount of power, not to mention an important power consequences rest on my own head.
base in Immortal politics. Their presence tends to
further reinforce the positive cycle affecting the (Fourth Victory): In my people’s name I will smite
nation since a powerful protector can raise even our declared enemies with all the power at my
a weak nation to the status of power in just a few disposal. While I live they will find neither shade nor
generations. water. No living thing will sustain them; their crops
will wither in the fields. Their children will die, one
Fey rarely associate with national spirits. A nation by one, until their future fades into dust.
spirit created by the gods when they wove the world
might have outsiders as servants if one of the gods (Fifth Victory): In my people’s name I swear I will
chose it as his personal domain. aid them when they call. I will stand between my
people and danger; I will lay down my life if I must
Mortals who live within a nation guarded by a to further their cause. They may make this petition
spirit can sometimes feel its presence. They see it during the Day of Judgement, when all may come
lighting their leaders’ eyes with ideas and witness before me in my seat of power.
its power directly when the land responds positively
to leadership decisions. Most know their land is (Sixth Victory): I swear, by the powers I wield and
somehow special without knowing exactly how or the truth I serve, to achieve an Alliance of Light
why. (challenge of leadership binding celestials to the
nation). When, in the cycle of time, this quest comes
An Immortal must abide by all terms in the covenant before the world again I will act as a Guide to assist
with a total victory count equal to or less than his mortals in their struggle to accomplish the same
total number of victories associated with this power. task.
101
COVENANTS
An Immortal must abide by all terms in the covenant (Fifth Victory): In accordance with the ancient law
with a total victory count equal to or less than his and the rules laid down in the beginning I take up
total number of victories associated with this power. responsibility for the seasonal rites of heaven’s vault.
102
COVENANTS
If I fail in this duty the fault, the price and the actions shadows, while its full strength burns even the oldest
to make it right fall upon me. I accept whatever evil into harmless ash.
price the world may demand, up to and including my
removal from the past, the present and the future. In most mortal religions and in most metaphysics, the
strongest god takes the sun as his principle domain.
(Sixth Victory): I swear, by the powers I wield and From on high he dispenses justice and grants strength
the truth I serve, to achieve an Understanding of the to mortal heroes. However, in many ways this being
Seven Spheres (challenge of insight). When, in the is simply the sun’s tenant. Another god can replace
cycle of time, this quest comes before the world him. The sun’s strength, though, neither waxes nor
again I will act as an Antagonist to assist mortals in wanes; it remains the constant source of light and
their struggle to accomplish the same task. warmth in the world.
(Seventh Victory): In accordance with the ancient As with the moon and the stars, the sun’s power may
law and the rules laid down in the beginning I take come from magic or it may be its source. In either
up responsibility for the monthly rites of the celestial case the sun always embodies the powers of warmth,
spheres. If I fail in this duty the fault, the price and health, fire and raw energy. Those who dare to share
the actions to make it right fall upon me. I accept in its power become servants of the great fire, beings
whatever price the world may demand, up to and of light the likes of which even the gods rarely see.
including my removal from the past, the present and
the future. Channel Bonus: +1 per victory
Infuse Bonus: +2 per victory
Gift Side Effects
The power of the stars is closely allied with magic. Description: The power of the sun shapes the world
When an Immortal uses a gift associated with this for both good and ill. Its mixture of fire and positive
covenant he gains a +1 bonus to his effective caster energy infuses the world with both life and warmth.
level in any mortal class he holds that can cast arcane At the same time, when the rain and shadow do not
spells for a period of 24 hours. This bonus does not mitigate its strength, it can burn the land into cinders.
stack and fades after he casts an arcane spell. Thus, the sun is both destroyer and giver of life, the
ultimate symbol of mortals’ struggles in the world.
Effect on Challenges
The stars love those who can understand the Fey associated with the sun look a great deal like
universe’s grand design. They increase the DC of celestials to unschooled eyes. Their inner light
any challenge of insight or wit associated with their shines so brightly it can blind those not prepared
covenant by +4. If the Immortal overcomes these for it. Their eyes glow like stars and their skin often
challenges they grant him a permanent +2 racial takes on a golden or silvery sheen. These spirits
bonus to all Channel and Infuse checks related to the come out with the dawn and retreat to whatever plane
gift associated with the challenge. they inhabit when the sun finally settles down on the
horizon. These solar spirits rarely deal with mortals
but may intercede if they feel a momentary stab of
Common Covenant Manifestations compassion or guilt.
A covenant with the stars typically takes the form
of a scroll written in silver ink. The scroll contains
Immortals who enter into a covenant with the sun
information about the design used by the gods to
usurp, to one degree or another, a power usually
create the universe. Nestled among these arcane
reserved for the greatest of gods. They wield the
diagrams and cryptic notes an observant reader can
sun’s fire without the god’s permission, a state of
find the Immortal’s covenant terms.
affairs that can lead them into direct conflict with the
celestial heavens. Of course, for those daring enough
Sun to challenge for the light this added danger just adds a
Regardless of whether mortals first saw the sun or the bit of spice to an otherwise predictable situation.
moon, it is the sun’s great golden disk they look to
for light, for warmth and for life itself. Without the An Immortal must abide by all terms in the covenant
sun’s harsh touch the fields become barren and the with a total victory count equal to or less than his
streams fouled with weeds. Just its presence on the total number of victories associated with this power.
horizon can drive the forces of darkness back into the
103
COVENANTS
104
COVENANTS
the sky, knowledge, magic, etc. Over time mortal Immortals swearing service to the powers of the air
scholars codified these dominions into the twenty- tend to regard the sky’s azure vault with wonder and
two ‘domains’. Though gods may share control over reverence. They lack the arrogance to directly seize
a domain they do so only with great reluctance. elemental wind for their own use. Instead, they leave
the power of creation in the gods’ hands and instead
Some domains correspond to the abstract, elemental enjoy the fruits of their lords’ labours.
or mythic powers Immortals tap using the rules in the
Wellsprings chapter. Immortals who accesses these Mortals look to the lords of the air for protection
domains gains a mediated relationship the primal from storms and good winds while travelling by sea.
powers rather than the direct relationship established They also pray to them for the nurturing rains needed
through the tap. This mediated relationship grants to sustain crops. In return for these gifts mortals offer
the Immortal more flexibility in how he applies his up the bounty of the earth and hold festivals dedicated
powers but also prevents him from fully experiencing to praising the gods’ names. These offerings and
the power of direct creation. festivals may or may not attract the gods’ favour but
those who fail to hold them certainly seem to feel
Gods may grant power from any domain their their wrath.
clerics can select as one of their class domains. An
Immortal with clerical levels may accept covenant An Immortal must abide by all terms in the covenant
terms related to domains he does not have access to with a total victory count equal to or less than his
through his clerical class. total number of victories associated with this power.
105
COVENANTS
(Fourth Victory): Of all the things I have this incense level most of these gods represent one aspect of this
I offer up as a sacrifice to the lords of air. It is mine relationship: domestication, the hunt or the terror that
by right and might; no being may dispute my claim. comes when animals rise up to protect themselves
This offering, given on the appointed day, I give of with red tooth and claw.
my own choice in keeping with the ancient ways.
Immortals who enter into a covenant involving the
(Fifth Victory): In accordance with the ancient law animal domain gain access to the deity’s authority.
and the rules laid down in the beginning I take up This authority gives them the right to command
responsibility for the monthly binding of the winds. animals, animal spirits and possibly even the great
If I fail in this duty the fault, the price and the actions spirits making up the animal collective power.
to make it right fall upon me. I accept whatever However, the authority to command animals does
price the world may demand, up to and including my not necessarily guarantee their respect. An Immortal
removal from the past, the present and the future. who routinely abuses his authority will find the
animals turned against him. Although at first just a
Gift Side Effects minor nuisance this can become a serious problem if
The lords of the air bind air elementals to their the beasts stop responding to his commands entirely.
service. When the Immortal targets an air elemental
with an Infuse check related to an attribute gift he Mortals both fear and respect the animal domain’s
receives an additional +1 per victory associated with authority. Much of the mortal world could not exist
this covenant bonus to his skill check. without the exploitation and harvesting of animals.
Similarly, many mortals would die without access to
Effect on Challenges the materials gathered through the hunt. They offer
The lords of the air value speed and grace. The first up the bounty of the hunt, grain and their own blood
challenge associated with this domain (not the entire as sacrifices to persuade the deities to intercede with
covenant) must be a challenge of grace. the animals and support the ‘natural dominance of
man over beast’.
Common Covenant Manifestations An Immortal must abide by all terms in the covenant
A covenant with the lords of air usually takes on the
with a total victory count equal to or less than his
form of a codex written on bird’s wings.
total number of victories associated with this power.
106
COVENANTS
107
COVENANTS
An Immortal must abide by all terms in the covenant Gift Side Effects
with a total victory count equal to or less than his The lords of chaos greatly favour any effort causing
total number of victories associated with this power. instability or change. The next transformation
spell the Immortal casts after invoking this gift
automatically acts as if the Immortal applied an
Covenant Terms
Extended Spell metamagic feat to it.
The full covenant with the lords of chaos reads as
follows:
Effect on Challenges
I, <insert the character’s name here>, in accordance The lords of chaos always demand that some
with the ancient laws, swear fealty and service to the representation of law, justice or fairness be sullied
lords of chaos. I will obey their whims to the extent during a challenge associated with this domain.
of the law. In return, they grant onto me the authority
to wield true chaos and the power to force it to my Common Covenant Manifestations
will. Covenant manifestations associated with chaos can
appear as anything the Games Master chooses, from
The Immortal adds additional terms as he gains mild skin discoloration to the growing of huge horns.
victories. Such is the price for bargaining with chaos.
108
COVENANTS
109
COVENANTS
as my life and my way. Should I fail to discharge Channel Bonus: +1 per victory, +2 per victory for
them, I accept that the consequences rest upon my attribute gifts
head. Infuse Bonus: +1 per victory
(Third Victory): Of all the things I have this blood Description: The lords of destruction are either
I offer up as a sacrifice to death’s lord. It is mine impersonal forces ruling over the universe’s gradual
by right and might; no being may dispute my claim. decay or individuals of great passion who try to bend
This offering, given on the appointed day, I give of the process so it targets specific enemies. The former
my own choice in keeping with the ancient ways. type tend to avoid entanglements with any of the
mythic powers lest their judgement become tainted.
(Fourth Victory): In my lord’s name I will smite the The latter rise as champions of their chosen causes,
clerics who dare to challenge their domain with all wielding the power to destroy anything standing
the power at my disposal. While I live they will find against their chosen cause.
neither shade nor water. No living thing will sustain
them; their crops will wither in the fields. Their Immortals who swear allegiance to the lords of
children will die, one by one, until their future fades destruction follow the same dualistic model. They
into dust. rise from the ranks of either dispassionate mortals or
those who feel tremendous hate for a specific target.
(Fifth Victory): In my lord’s name I swear I will aid In either case they take up destruction’s tools with
those undead of sufficient strength and will when the intention to inflict vast devastation in the world.
they call. I will stand between them and danger. I Many earn cultic titles like ‘The Destroyer’ or ‘The
will lay down my life if I must to further their cause. Smiter’ from impressed mortals.
110
COVENANTS
(Third Victory): In the service of destruction, by the Channel Bonus: +1 per victory
powers I wield and the truth I serve, I swear to achieve Infuse Bonus: +1 per victory, +2 to power gifts
the Destruction of the Sun’s Great Shield (destruction
challenge targeting a Sun domain artefact). When, in Description: The lords of earth either natively hold
the cycle of time, this quest comes before the world the right of command over elemental earth or have
again I will act as an Advocate to assist mortals in taken it from some other unfortunate being. This
their struggle to accomplish the same task. right allows them to wield one of creation’s six
tools, the elemental force that provides structure and
(Fourth Victory): In the name of the lord of stability to the universe.
destruction I will take up the duties of a Minister of
Decay, sewing destruction into every item forged by Immortals who make an agreement with the lords
mortal hands. I accept these duties as my life and my of earth gain a portion of this authority. The stone
way. Should I fail to discharge them, I accept that the hears their words and will respond if it can. They
consequences rest upon my head. can feel the earth’s breath and its strong steady
weight supporting the entire world. Many develop
(Fifth Victory): In my lord’s name I will smite those a connection with the animated spirits of elemental
who dedicate themselves to the creation of mortal earth; these elementals provide the Immortal with
works with all the power at my disposal. While I steady assistance in return for the opportunity to
live they will find neither shade nor water. No living explore the wide realms.
thing will sustain them; their crops will wither in the
fields. Their children will die, one by one, until their Mortals rarely deal directly with those gods who
future fades into dust. count the earth in their portfolio. However, mortals
who live close to volcanoes or in areas subject to
Gift Side Effects constant earthquakes may offer occasional sacrifices
The lords of destruction favour effects capable of to the ‘chthonic gods’ just to avoid their wrath.
dealing great damage. When the Immortal uses his
Infuse skill to activate a power gift to deal damage he An Immortal must abide by all terms in the covenant
gains a bonus equal to his total number of victories with a total victory count equal to or less than his
associated with this domain. total number of victories associated with this power.
111
COVENANTS
112
COVENANTS
Covenant Terms
The full covenant with the lords of evil reads as
follows:
113
COVENANTS
114
COVENANTS
115
COVENANTS
116
COVENANTS
An Immortal must abide by all terms in the covenant Gift Side Effects
with a total victory count equal to or less than his The lords of healing impede those who would try
total number of victories associated with this power. to hurt others. Any gift the Immortal uses to harm
another creature suffers a penalty to its skill check
Covenant Terms equal to the total number of victories the Immortal
The full covenant with the lords of healing reads as has associated with the healing domain.
follows:
Effect on Challenges
I, <insert the character’s name here>, in accordance The gods of healing favour challenges that cure
with the ancient laws, swear allegiance to the lord of diseases and wounds. Each challenge will require
healing. I place my life in his gentle hands. Where the healing of a large group of victims or the curing
he commands I will go, to offer such comfort as I am of a potent disease.
able.
Common Covenant Manifestations
The Immortal adds additional terms as he gains The covenant of healing takes the form of a seal or
victories. talisman, often bearing the god’s holy symbol.
(Third Victory): Of all the things I have this, my Description: The few lords of knowledge spend their
blood, I offer up as a sacrifice for the glory of my time in detailed investigations of the universe. They
lord. It is mine by right and might; no being may maintain extensive records detailing every event in
dispute my claim. This offering, given on the the past and constant scrying to discover even events
appointed day, I give of my own choice in keeping occurring in the present. From this information they
with the ancient ways. hope to find clues about what may happen in the
future. These lords may use this knowledge for good,
(Fourth Victory): I will take up the duties of a for ill or for some unknowable goal of their own.
Caretaker of the Lost Children, guarding those
orphaned by war until the day of their maturation. I Immortals sworn to the lords of knowledge generally
accept these duties as my life and my way. Should I spend a large amount of time acting as errand boys.
fail to discharge them, I accept that the consequences They are their lord’s hands and eyes and ears in the
rest upon my head. world. They seek out hidden things, expose secrets
and follow the consequences of specific actions down
(Fifth Victory): I swear, by the powers I wield through the centuries. Sometimes their lord confides
and the truth I serve, to achieve the Rebirth of the the importance of their work with them. More often,
Wrongfully Slain (challenge of life). When, in the the Immortals simply do as their lord commands and
cycle of time, this quest comes before the world trust in his judgement. As they gain knowledge of
again I will act as an Advocate to assist mortals in their own the Immortals may begin to see the shape
their struggle to accomplish the same task. of their lord’s needs and learn to anticipate what he
will ask them next.
117
COVENANTS
118
COVENANTS
Description: The lords of law draw their numbers roles as the lords of law, command of me unless
either from the gods whose intentions formed mythic such duties conflict with the greater role of law in
law or from those who agreed to its rigid terms in this world.
return for a share of its power. They value conformity
and stability over the constant change implicit in the The Immortal adds additional terms as he gains
world’s design. For some this comes from a deep- victories.
seated desire to preserve what they already have. In
others it stems from a fear of what the future might (First Victory): In the name of the stability from
bring. which all hope springs I must create a world in
which lawful conduct flourishes. I may not allow,
Immortals who serve the lords of law hold stability through action or inaction, harm to come to the things
and consistency in high regard yet fear the absolute fostering that goal.
stasis implied in mythic law. They obey their lord’s
commands and foster stability in the world but do not (Second Victory): To create a world where all may
have to deal with the incredible rigidity the abstract know the glory of the law I will smite evil’s creatures
force enforces on their masters. To some extent this with all the power at my disposal. While I live they
makes the lords of law rely heavily on their Immortal will find neither shade nor water. No living thing
agents. The Immortals can change and adapt, while will sustain them; their crops will wither in the fields.
the lord himself might face constraints so tight he can Their children will die, one by one, until their future
no longer deal with the ambiguity of mortal affairs. fades into dust.
Mortals usually regard law’s lords as stodgy but (Third Victory): I swear, by the powers I wield
highly necessary gods responsible for holding and the truth I serve, to achieve the Salvation of the
up traditions. The power elite often take them as Tainted (challenge of chaos). When, in the cycle of
patrons while the underclass and outcaste treat them time, this quest comes before the world again I will
as enemies. Not surprisingly, when a mortal rises act as an Advocate to assist mortals in their struggle
up in the social ranks he tends to switch allegiance. to accomplish the same task.
Correspondingly, mortals who fall out of the highest
ranks tend to swear their lives to those who can help (Fourth Victory): In the name of the glorious future
them restore their fortunes. I will take up the duties of a Judge of the Heavens,
adjudicating conflicts between the gods. I accept
An Immortal must abide by all terms in the covenant these duties as my life and my way. Should I fail to
with a total victory count equal to or less than his discharge them, I accept that the consequences rest
total number of victories associated with this power. upon my head.
119
COVENANTS
120
COVENANTS
Effect on Challenges
The lords of luck neither favour nor disfavour any
challenges.
Magic
The arcane energies unleashed at the moment of
creation comprise the domain of magic. Its lords
command the arcane mysteries and the creatures
that came into being as magic poured through the
universe. Mortals regard them as the patrons of this transformation they lose their mortal spellcasting
magical technology and the rightful masters of the powers in exchange for something even greater.
world’s magical population.
Mortals regard the lords of magic with both fear and
Channel Bonus: +1 per victory, +2 per victory for awe. They make offerings to the lords any time their
power gifts lives touch on something they do not understand or
Infuse Bonus: +1 per victory, +3 per victory for when they discover something they have no power
power gifts to change. At the same time the unknown frightens
them down to their bones. That which is unknown,
Description: The lords of magic drink deeply of the be it another person or a powerful magical effect,
world’s mystery. They both know and participate in represents a danger most mortals simply cannot
the wonder that drives mortals to constantly explore, accept. When driven by this fear mortals often fall
alternately helping and hindering their progress. This into evil, sometimes going so far as to call mythic
intimate connection with magic means they know evil’s attention on them through their actions.
every ‘spell’ mortals dream up to codify magic’s
power. Simultaneously they also know the futility of
trying to fully define the indefinable.
Magic
Immortals serving magic’s lords were usually
Victories Covenant Terms
wizards or sorcerers in their mortal lives. They
1 Offering: Magic, Seasonal
swore their oaths in order to gain access to more
of magic’s mysteries. As they advance towards 2 Offering: Metaphysical Power, Seasonal
apotheosis they slowly come to understand the limits 3 Bond: Reliance on magic
imposed by mortals’ need for order on their magic. 4 Allegiance: All wizards and sorcerers
In time they stop trying to control or wield magic over 18th level
and instead become magic itself. Once they make 5 Quest: Power, Antagonist
121
COVENANTS
An Immortal must abide by all terms in the covenant Gift Side Effects
with a total victory count equal to or less than his The lords of magic imbue all of the Immortal’s
total number of victories associated with this power. gifts with tremendous arcane import. Any use
of the Immortal’s gifts leaves a magical aura that
Covenant Terms even an apprentice can identify when using a detect
The full covenant with the lords of magic reads as magic spell by making a Spellcraft check (DC 10).
follows: This aura lingers for a number of days equal to the
Immortal’s total number of victories.
I, <insert the character’s name here>, in accordance
with the ancient laws, with my hand in the stars and Effect on Challenges
my feet at the roots of the mountains swear to serve The lords of magic demand that every challenge
the lords of magic in all things. I am a servant of associated with this term involve either creation or
their mysteries and a willing student of the art of the power.
unknown. My life is as they bid; my power is as they
give. Common Covenant Manifestations
The lords of magic place a so-called ‘witch’s mark’
The Immortal adds additional terms as he gains on their loyal servants. This mark, typically a third
victories. nipple or a complex birthmark, is easily recognisable
by those who know what to look for.
(First Victory): By the names of all things unknown
I swear that of all the things I have this, the magic I
have won from the world, I offer up as a sacrifice for Plant (The Green)
the glory of my lord. It is mine by right and might; When the gods unleashed the green and growing
no being may dispute my claim. This offering, given things they retained the right of dominion. The gods
on the appointed day, I give of my own choice in who can grant power over plants hold the authority
keeping with the ancient ways. to command the green to their will. In some, this
translates as a desire to bring order to the unruly
(Second Victory): In the name of the mysteries I world of plants. Others see mortals, who tamed the
swear that of all the things I have this, the power I world with fire and axes, as interlopers who must be
have won on the path to immortality, I offer up as a removed before the world can return to its destined
sacrifice for the glory of my lord. It is mine by right state.
and might; no being may dispute my claim. This
offering, given on the appointed day, I give of my Channel Bonus: +1 per victory, +2 per victory for
own choice in keeping with the ancient ways. numen powers
Infuse Bonus: +1 per victory, +0 per victory for
(Third Victory): So that all may know the wonder attribute powers
hidden in the candle flame I must create a world
in which mortal’s reliance on magic as a way of Description: The lords of the green rule over their
life flourishes. I may not allow, through action or leafy minions with great care. They encourage their
inaction, harm to come to the things fostering that charges to grow to the limits of their boundaries,
goal. then to break free of those bounds. Even the lords
who support mortals in their enslavement of plants
(Fourth Victory): By the twelve hidden names I recognise the green must constantly grow or wither
swear I will aid the mightiest scholars and savants of and die. At the same time, unchecked growth also
magic when they call. I will stand between them and inevitably leads to death due to over growth. The
danger. I will lay down my life if I must to further constant tension between these two realities keeps
their cause. the lords busy, helping to control the green on one
side and urging it forward on the other.
(Fifth Victory): I swear, by the powers I wield and
the truth I serve, to achieve the Closing of the Gates Immortals in service to the lords of the green act
of Time (challenge of Power). When, in the cycle of as their master’s hands in the mortal world. They
time, this quest comes before the world again I will work with the green and growing things to maintain
act as an Antagonist to assist mortals in their struggle the fragile balance between them and the rest of
to accomplish the same task. the world’s creatures. By borrowing their lord’s
122
COVENANTS
123
COVENANTS
124
COVENANTS
Common Covenant Manifestations feats of legend that will one day inspire a new
The lords of protection place the mark of their generation to strive for perfection.
regalia on their servants. This physical mark looks
like the lord’s holy symbol. The symbol changes as Mortals worship the lords of strength through sports
the Immortal gains greater responsibility within the and offerings. They regard these very approachable
lord’s host, growing steadily more elaborate to show gods as paragons of mortal achievement. Many
his rising status. warriors invoke their names before battle in the hope
of sharing, if only briefly, in the god’s might.
125
COVENANTS
Sun
The sun’s hall is both a great spirit in its own right
and the dwelling place of the world’s strongest
gods. Alight with elemental flame and ablaze with
positive energy, its slightest touch can bring forth
life or devastate entire regions. The gods who hold
dominion over the sun can access its power but can
never truly claim it for their own.
my life and my way. Should I fail to discharge them, Immortals who bow down before the lords of the sun
I accept that the consequences rest upon my head. know they serve the world’s greatest power. They
can afford to treat lesser creatures, like Immortals or
(Fifth Victory): In my lord’s name I swear I will mortals, with great disdain. Should for some reason
aid the divine servants of the lords of strength who they have to deal with such creatures as equals they
stand with us when they call. I will stand between do so with only the greatest reluctance. Once they
them and danger. I will lay down my life if I must to start to wield the sun’s fire, even indirectly, they also
further their cause. shine with unmistakable inner light.
126
COVENANTS
Sun (Fifth Victory): For the glory of the sun I will smite
Victories Covenant Terms all the greatest servants of undeath and darkness with
all the power at my disposal. While I live they will
1 Bond: Restrain the Sun’s Spirit
find neither shade nor water. No living thing will
2 Commitment: Courtier of the Golden Hall
sustain them; their crops will wither in the fields.
3 Ritual: Rebuild the Iron Chains (DC 26) Their children will die, one by one, until their future
4 Offering: Metaphysical Power, Seasonal fades into dust.
5 Nemesis: Undead over CR 18
127
COVENANTS
128
COVENANTS
Immortals who align themselves with the tricksters (Second Victory): For the honour of my lord I will
enjoy a level of reflected respect among others of take up the duties of a Fool to the Divine Court,
their own kind. Other Immortals cannot help but reminding the gods of their place through wit and
be impressed with anyone who manages to keep one irony. I accept these duties as my life and my way.
of the tricksters to their word. At the same time, an Should I fail to discharge them, I accept that the
Immortal aligned with trickery rarely receives much consequences rest upon my head.
in the way of trust. Anyone capable of tricking a
trickster must be something of a trickster himself. (Third Victory): So that all may know my lord’s
wit I will take up the duties of a Adversary of the
Mortals who make their living through deceit often Fools, tormenting mortals who think too highly of
regard trickery’s masters as their patron gods. They themselves. I accept these duties as my life and my
make offerings to them but at the same time try to way. Should I fail to discharge them, I accept that the
avoid their attention. Nothing worries a deceiver consequences rest upon my head.
quite so much as encountering another person
capable of not only seeing through their deceptions (Fourth Victory): As proof of my loyalty I swear that
but also of enmeshing them, perhaps without their of all the things I have this, the goods I have stolen
knowledge. from unworthy mortals, I offer up as a sacrifice for
the glory of my lord. It is mine by right and might;
no being may dispute my claim. This offering, given
on the appointed day, I give of my own choice in
Trickery keeping with the ancient ways.
Victories Covenant Terms
(Fifth Victory): In the name of the lord of trickery
1 Quest: Wit, Impediment
I will smite those great servants of law who chose
2 Commitment: Fool to the Divine Courts their path willingly with all the power at my disposal.
3 Commitment: Adversary of the Fools While I live they will find neither shade nor water.
4 Offering: Materials (stolen) No living thing will sustain them; their crops will
5 Nemesis: Lawful characters over 9th level, wither in the fields. Their children will die, one by
Indirect Strike one, until their future fades into dust.
129
COVENANTS
130
COVENANTS
(Third Victory): For the glory of war I swear that Common Covenant Manifestations
of all the things I have this, my blood, I offer up as a The lords of war keep their covenant terms private.
sacrifice for the glory of my lord. It is mine by right There are no visible physical manifestations
and might; no being may dispute my claim. This associated with their favour.
offering, given on the appointed day, I give of my
own choice in keeping with the ancient ways.
Water
(Fourth Victory): For the glory of the lord of war I The gods who claim dominion over elemental water
will take up the duties of a Minister of Conflict and control one of the six great tools of creation. They
Battle, overseeing mortal’s adherence to the rules of gain power over storm and wave, stream and ocean.
warfare and the ancient traditions of battle. I accept This tool gives them great power, though it also
these duties as my life and my way. Should I fail to terrifies the mortals who must rely on the waves for
discharge them, I accept that the consequences rest their livelihood.
upon my head.
Channel Bonus: +1 per victory
(Fifth Victory): So that all will know my lord’s Infuse Bonus: +1 per victory, +2 for artefact gifts
mighty hand I will take up the duties of a General
of the Host, leading the hosts of war’s true lord into Description: The lords of water rule over the rain,
battle. I accept these duties as my life and my way. the oceans, the rivers, streams and lakes and all other
Should I fail to discharge them, I accept that the bodies of water. They have some right of command
consequences rest upon my head. over the fish as well, though they must share
them with the lords of animals. Some of the
gods retain this authority from when they
Gift Side Effects
wove the worlds. Others took
The lords of war encourage
it up when one of the former
their minions to learn the arts
lords of the waters moved on
of war but not to the extent of
to whatever state exists beyond
wasting their powers on petty
godhood.
affairs. They do not grant
any bonus to attribute gifts
Immortals who serve the lords
associated with one of the
of water do so in order to gain
collective powers if that
access to elemental water’s
gift is associated with this
power without suffering from
covenant term.
the banes a direct tap brings.
They typically wield one
Effect on Challenges or more tools capable of
The lords of war require their shaping water so that they do
servants to prove their ability not have to touch it directly.
in at least one challenge of This reluctance to
might at each apotheosis submit to water’s
stage. Failure to do so will causes problems
results in a violation
of this covenant
term.
131
COVENANTS
between the Immortals and their patrons, sometimes (Third Victory): In the name of the sixth great
leading to one or both sides breaking their covenant. element I swear I will aid my lord’s mighty servants
when they call. I will stand between them and
Mortals worship the lords of water in their role as danger. I will lay down my life if I must to further
the keepers of storms. They plead for enough water their cause.
to reach their fields, but for the lords to withhold the
greatest storms so they do not destroy the crops or (Fourth Victory): For the honour of the lord of the
flatten mortal’s homes. The lord’s mercurial nature depths I must create a world in which the great sea
makes such pleading dangerous indeed. One moment and all the things within it flourish. I may not allow,
a lord of water might agree to hold a storm in check through action or inaction, harm to come to the things
and then in the next moment he might unleash it for fostering that goal.
reasons understood only by those connected to the
fathomless deep. (Fifth Victory): In accordance with the ancient law
and the rules laid down in the beginning I take up
An Immortal must abide by all terms in the covenant responsibility for binding the waves, reaffirming the
with a total victory count equal to or less than his boundaries between land and sea and sky. If I fail in
total number of victories associated with this power. this duty the fault, the price and the actions to make it
right fall upon me. I accept whatever price the world
Covenant Terms may demand, up to and including my removal from
The full covenant with the lord of water reads as the past, the present and the future.
follows:
Gift Side Effects
I, <insert the character’s name here>, in accordance The lord of water claims control over the right to
with the ancient laws and the rites of old, solemnly use elemental powers. Any time the Immortal uses
swear my life to the service of the lord of water. I a power gift granting him dominion over one of the
will serve at his side, by his command, until the day six elemental powers he violates his covenant with
comes when the waves take the world. the lord of water. The sole exception to this is when
the Immortal uses Dominion over Elemental Water
The Immortal adds additional terms as he gains granted to him as a gift associated with this covenant
victories. term.
132
GIFTS
Gifts
T
he first part of this book describes the Every gift draws upon the Immortal’s Aura attribute.
character’s progression from mortal to The Immortal may choose how much Aura he uses
god through the path to immortality. As to support each of his gifts; the more of his power
the character meets challenges (described in the the gift holds the stronger it becomes. Depending on
Challenges chapter) he accumulates victories that the types of gifts the Immortal possesses he may be
advance him through the steps of apotheosis. At able to reallocate his Aura among his gifts in a single
each step he gains additional Immortal power, action or he may have to go through elaborate rituals
represented by his new Aura attribute. This Aura to perform such an act.
strongly impacts mortals and weaker Immortals in
such a way as to engender awe in the former and fear The act of investing a gift with Aura requires more
in the latter. than just raw power. It takes a certain amount of
subtlety and skill to carry off well. In character
This preliminary discussion lays out what separates terms Immortals develop this ability by advancing
Immortals from their mortal brethren. As they drink their ranks in two new skills: Channel and Infuse.
deeply of the universe’s heady brew their perceptions The Channel skill deals with Aura invested in gifts
and raw power expand to scales closely resembling affecting the Immortal’s personal space and what
those of the gods themselves. However, since this used to be his mortal body. Conversely, Infuse deals
is a Roleplaying Game, not a novel or handbook with the Immortal’s ability to invest his powers into
towards personal apotheosis, how do these changes objects outside of himself.
manifest themselves in the character?
Systemically, gifts give the character ways to express
The Book of Immortals expresses these changes as his ever-expanding powers. In game world terms the
‘gifts’. A gift is the Immortal equivalent of a feat: a gifts represent the visible alterations taking place in
new technique or ability the Immortal develops as he the Immortal as he transforms himself from a mortal
moves through the ranks towards apotheosis. into something far greater.
133
GIFTS
their minimum threshold or support them against covenant terms require the Immortal to expend his
another’s effort to suppress them. Aura. These points come first from the Immortals
‘uninvested’ Aura. After that, the Immortal must
Additionally, artefacts and numen gifts require a pull allocated points from gifts in order to meet the
Channel check to remove Aura from them once the required cost.
Immortal invests his powers.
As the Immortal removes Aura the gift weakens.
Each of these uses receives further detail below. If the Aura investment falls below the minimum
required threshold the gift fails. However, if the
Increase a Gift’s Strength: All gifts require a Immortal established the gift’s investment with a
specific Aura investment to activate. Paying this Channel check he may make a free skill check with
minimum investment requires no skill check. The that skill to maintain the gift at the minimum level of
investment represents the Immortal’s minimum functionality despite having expended the Aura.
commitment in the gift’s effect. If he wishes to
invest more Aura points he must make a Channel The skill check DC this requires is 10 + (3 times the
check to do so. The actual effect of this skill check minimum Aura requirement).
depends on the gift type and how well the Immortal
does. The Gift Strength (Channel) table below Resist Suppression: Gifts are supernatural abilities.
presents a summary of this information; each of As such, they are nominally subject to anti-magical
the separate gift headings below contains expanded effects including the 6th level spell antimagic field.
information. However, even the weakest Immortal can usually
overwhelm even the most powerful of mortal
Failure: The Immortal fails to properly infuse his magicians.
Aura into the gift. He wastes the action to no effect.
When an Immortal is subjected to an effect that
Attribute: Aura invested into an attribute gift would negate one of his gifts he may make a Channel
increases its numeric bonuses by the amount listed. check to resist the effect. The DC of this check is
equal to the caster level of the individual who
Artefact: Aura invested into an artefact gift increases invoked the effect plus the modifier of the attribute
the total number of points the Immortal has to invest that modifies that caster level’s spell DCs. If the
in the artefact’s special abilities and spells. Immortal beats this DC the antimagic effect fails to
dispel his gifts, regardless of the result of any other
Numen: Aura invested into numen (who are checks or saving throws. If he fails the Immortal
possessing the Immortal so he may share in their still has the opportunity to receive the benefits of the
powers) is limited to the maximum number listed. other checks and saving throws.
Power: Powers channelled into the character to create The Immortal uses his Channel skill to resist
effects are strengthened by the listed amount. This suppression even if he used Infuse to activate/
amount is applied as a bonus to the total numeric empower the gift. This mechanically represents the
effect not to each die rolled to create that effect. Immortal drawing on his divine power to overcome
the limited power invested in mortal heroes. This is
Sustain Gift Below Threshold: Once an Immortal a free action.
activates a gift he invests the Aura points in the
gift. He cannot use those Aura points until he
removes them. Unfortunately, some blessings and
134
GIFTS
Remove Aura from Artefact: Once a character the Immortal does this he invests a small portion of
invests Aura into an artefact gift he can only retrieve his own spirit into the infused object or creature.
it if something destroys the artefact or if he makes
a successful skill check with the skill used to make The Immortal may use the infuse skill for any one of
the investment. The DC of this skill check equals the following purposes: increase a gift’s strength or
the total number of points the Immortal could spend suppress another Immortal’s gifts. He an also use it
on the artefact not the total number of Aura points to scry around the object, person or area he infused.
invested. The Immortal can use this skill check to
retrieve any number of Aura points from the artefact Additionally, power gifts used to infuse an area or
but cannot take so many points the Artefact falls creature require a skill check to retrieve the invested
under its minimum Aura threshold. Aura points.
The Immortal must be able to touch the artefact to Increase a Gift’s Strength: When an Immortal uses
retrieve his invested Aura. a gift on a creature outside of himself he must pay
Aura equal to the minimum threshold to create the
Remove Aura from Numen: Once a character default effect. He may invest additional Aura points
invests Aura into a numen the spirit loathes giving in the effect to increase its strength. The amount of
it up. The Immortal can only retrieve this Aura by power each Aura point gains the character depends
making a skill check using the skill used to make the on how well he does at his Infuse check. For more
investment. The DC of this skill check equals 4 x information refer to the Gift Strength (Infuse) table
the total number of Aura points invested, including below.
the minimum Aura threshold. If he makes this skill
check he can withdraw any amount of Aura from the Failure: The Immortal fails to properly invest his
gift, even taking it below the minimum threshold. Aura. He wastes the action but may try again next
If he does so the gift stops working and the numen round.
vanishes.
Attribute: The Immortal manages to infuse the
Try Again: Yes for attribute and power gifts. No for target with one of his own attribute gifts. If his check
artefact and numen gifts. Each use of the Channel result comes under 20 on the check he fails outright.
skill takes a full round action unless otherwise If he rolls a 20 to 30 he activates the gift in the target
specified. but cannot enhance it. Results over 30 allow the
Immortal to infuse the target with more of his Aura.
Synergy: If the character has more than five ranks
in Spellcraft he receives a +2 bonus to his Channel Artefact: The Immortal infuses a ‘pattern’ of his
checks. artefact into a similar object. If his check result
comes under 10 he fails outright. If it is between
10 and 20 he infused the object with his artefact’s
Immortal Skill: Infuse ‘base’ level of function and must invest the minimum
(Charisma) Aura threshold. Higher results allow the Immortal
An Immortal uses the Infuse skill to direct his divine to invest additional Aura in order to strengthen the
power into the world. This allows him to unleash artefact.
the bonds placed on the elemental powers, summon
up armies of divinely empowered spirits or create Numen: The Immortal may invest up to the
magical items that mirror his own artefacts. When maximum number of Aura listed in numina he calls
up to do his bidding.
135
GIFTS
Power: The effect gains a bonus number of dice the infused target. This allows the Immortal to use
equal to the number listed for the skill result per his Listen, Search and Spot skills within a 30 feet
point of Aura invested. radius around the object. He can also use divination
spells, which act as though they were cast with the
Suppress Gifts: An Immortal may use his raw Infuse infused target as their point of origin.
skill and his Aura to suppress the manifestations of
another Immortal’s powers. This use of the Infuse Try Again: Yes for artefact, attribute and numen
skill takes a standard action. The Immortal target gifts. No for power gifts. Each use of the Infuse skill
must be within 120 feet and in line of sight. The takes a standard action unless otherwise specified.
Immortal makes an Infuse check unmodified by any
tap or covenant effects. The target makes a Channel Synergy: If the character has five or more ranks of
check unmodified by any tap or covenant effects. Knowledge (arcana) he receives a +2 bonus to his
If the initiating Immortal wins the skill check he Infuse checks.
negates a number of the target’s Aura points equal to
his total Aura attribute. So long as the target remains
within line of sight he can maintain this effect
Skill Points and the Immortal
Immortals do not gain skill points as they advance
through concentration.
towards apotheosis. However, they may continue
to gain levels in their existing mortal classes as a
Retrieve Aura from Infused Power: Once an
standard epic character.
Immortal infuses a power it takes on a life of its own.
In order to get his Aura back he must make an Infuse
check with a DC equal to 10 + (3 x the total number Mortal Advancement
of Aura points invested in the gift). If the Immortal As stated in The Path of Immortality, a character
succeeds he may retrieve any number of Aura points with one or more Victories treats Channel and Infuse
from the gift. If he reduces the gift’s effect below as class skills for all of his mortal classes. When
its minimum threshold the effect ends even if points an Immortal gains a level in a mortal class he may
remain invested. spend skill points normally to increase these skills.
High-skill point classes are limited by their total Aura and number of gifts. Both Channel and
Infuse help the Immortal to get more out of his Aura, but an Immortal with only a handful of Aura
points and one or two gifts will never be able to challenge one with more Aura and greater gifts.
Furthermore the bonuses associated with both covenants and taps provide both high
and low skill point characters with respectable bonuses. This helps to offset the
advantage gained by having large numbers of skill points to spend on the Immortal skills.
If the Games Master feels the high-skill classes maintain too much of an advantage he may impose a 3 skill
point per level limit on the Immortal skills, slowing the growth of disparity between the two types of classes.
136
GIFTS
137
GIFTS
another creature although doing so sometimes gains strength it becomes an independent character
causes the spirit to escape the Immortal’s control. working to consume the Immortal’s life. If the
shadow succeeds the Immortal ceases to be and the
Powers: The fourth great gift gives the Immortal shadow takes his place.
the ability to radically control the world’s balance.
He gains access to either one of the six elemental Sycophants are the shadow side of numen gifts.
powers or to the four mythic ones. These, in turn, There is a small chance each time the Immortal
allow the Immortal to express his power by imposing invests part of his Aura into a spirit that it becomes
his will on the physical world. These gifts can be addicted to his power. The spirit will then try to
channelled close to the Immortal to grant him minor stay around the Immortal, slowly draining the host’s
powers or infused into the world around him in order power until the Immortal finally collapses. In most
to make considerable alterations. In either case the cases a sycophant numen seems like a friendly and
manifestation remains only as long as the Immortal helpful servant; its true motives can remain hidden
invests himself in it; the moment his attention and for decades, even centuries.
power wander the world returns to its original
state, barring any secondary effects caused by the Unlike the other groups, thieves tend to work alone
manifestation’s presence. or in very small cells. Thieves do not seek to entrap
Immortals. Instead, they lurk in the darkness waiting
The four great gifts only manifest through the lesser for an unfortunate Immortal to loosen his hold on
gifts. No non-Transcendental being can hold the an artefact. When he does the thieves sweep in,
power needed to wield them in their raw form. snatching the item for their own use. So long as
they wield this artefact they may use its full abilities,
just like the Immortal himself. Some thieves have
Predators developed rituals allowing them to use the artefact
Even though Immortals like to believe they stand
as an ‘anchor point’ through which they can draw on
above any possible threat, in truth their great power
even more of the Immortal’s might.
attracts any number of predators. These predators
work in large groups to chain Immortals, using them
All of these groups receive more attention in the
as involuntary power sources for their own benefit.
Predators section in The Immortal World chapter.
The feats they use to perform their nefarious deeds
Each group of predators specialises in trapping and
are listed in The Path of Immortality (pg. 18).
harnessing strength from one of the four great gifts.
A fifth group appears when the Immortal overexerts
his powers. These five groups are consumers, Picking Gifts
drinkers, shadows, sycophants and thieves. Most of When an Immortal finally completes a challenge he
these represent generic groups, although each world receives a victory associated with a power source.
will have at least one example of each somewhere This victory both boosts the character’s standing
within it. on the path to immortality and grants the character
a gift
Consumers and drinkers closely resemble one
another. Both groups imprison Immortals, then use In mechanical terms the Games Master may either
arcane rituals to drain off parts of his powers. The allow the character’s player to select the gift of his
difference lies in their approach. Consumers hack choice or grant the character a gift based on what
off parts of their captives for consumption while makes sense for his game world. The Games Master
drinkers sample the Immortals Aura as if it were fine may also mix these approaches, allowing the player
wine. On a practical level this gives the predators to select some of his gifts and assigning others.
access to the Immortal’s attribute gifts or power gifts
respectively. Default Rule: Players may select gifts they receive
for challenges associated with taps. The Games
Shadows appear when the Immortal overextends Master assigns the character a gift for challenges
his power gifts. When the Immortal pushes the associated with a covenant. This rule simulates the
world too far he burns a ‘shadow’ of himself into difference between the two kinds of power sources:
it. This shadow has a portion of the Immortal’s the Immortal charts his own way with taps while he
powers and wishes to take them all. As the shadow relies on outside powers when he makes covenants.
138
GIFTS
139
GIFTS
Characters who possess the bardic knowledge destroyer to, in effect, kill a part of the Immortal’s
class ability may make a similar attempt using a divine power.
bardic knowledge check (DC 10). If they succeed
they automatically know the artefact’s name and In practical terms an artefact is immune to physical
owner. For every five points by which the check damage or magical effects influencing its hardness,
result exceeds the DC the character may retrieve an hit points or shape in the mundane world. This
additional piece of information from the list above. immunity vanishes when the artefact enters a
wellspring. While in the wellspring the artefact
Artefacts radiate an overwhelming magical aura becomes subject to the normal rules for damaging,
of indeterminate type. If the artefact is associated destroying or repairing an object.
with one of the four mythic powers or the domains
of chaos, evil, good or law it also radiates an The destruction of an artefact releases tremendous
overwhelming aura of the appropriate type. power. Everyone within a 20 feet radius of the
destruction must make a Reflex save (DC 10 + 4 per
point of invested Aura). Those that fail must make
Building an Artefact Gift a Fortitude save at the same DC or take 1d10 points
When an Immortal receives an artefact gift he
of damage per point of Aura invested in the artefact.
automatically invests one point of his Aura into
Those that succeed at either the Reflex or the
it. This empowers the artefact and links it to the
Fortitude save take 1d4 points of damage per point
Immortal’s soul. The Immortal does not receive
of Aura invested in the artefact. A wall of force or
this point of Aura back so long as he possesses the
other, similar power can contain this damage.
artefact gift, regardless of whether or not he holds
the object.
When an artefact is destroyed, the owning Immortal
immediately receives his invested Aura. He loses
If the Immortal’s player chose the challenge and the
access to the artefact gift until he can recreate the
gift he may also chose the artefact template his gift
artefact by undertaking a challenge of creation. If
grants him. If, on the other hand, the Games Master
he successfully completes this challenge he regains
selected the gift he decides what artefact template
access to the artefact gift
the gift follows.
The Immortal who owns the artefact or his knowing
In either case the Immortal may choose to invest
agents cannot harm the artefact without instantly
more of his Aura into the gift at the time of creation.
killing the Immortal.
When the Immortal chooses to do this treat him as if
he took 20 on his Channel check to determine how
many power points he gets for the artefact per point Artefacts After Death
of Aura he invests. The Immortal cannot remove When an Immortal dies his artefacts retain their
Aura invested at the time of the creation without power. Those artefacts with sufficient intelligence
destroying the artefact outright. to understand the situation will make every effort
to resurrect their former master. If they cannot,
Once created the artefact assumes a physical the artefacts will continue to pursue the Immortal’s
manifestation. This form, be it a sword made of personal agenda long after his name fades from
gold shining with divine power or a crudely carved history.
wooden statue, remains stable until some power
destroys it.
Recording Artefact Gifts
Attribute gifts take the following format on the
Destroying Artefacts Immortal’s character sheet:
Artefacts, even ones that look like nothing more
than crudely carved wooden figures, do not obey the Name
same material rules as other items. In a very real Template Artefact Gift ((Power or Domain) (Victory
way their physical existence is entirely secondary Number), Covenant or Tap, Object Description)
to their purpose as an expression of an Immortal’s Power Point Threshold/ Initial PP (1 Aura/5PP):
spiritual power. Destroying an artefact requires the Initial bonuses
Channel (Result (Check Result), Power Point
140
GIFTS
Ratio, Invested Aura, Total PP): abilities and armour bonus to AC equal to a suit of mundane
powers purchased armour of the same sort, regardless of how complete
it seems. Thus, an artefact scale helmet provides the
For example: same protection as (and the penalties of) a full suit
of scale mail.
Blade of Valour
Weapon Artefact Gift (War 2, Covenant, Armour artefacts can possess any magical quality
Longsword) associated with armour or grant spell-like abilities.
Power Point Threshold (1 Aura, 5PP): +2 bonus, The latter ability costs +1 power point per spell-like
Automatic Infusion 60 feet ability granted by the artefact.
Channel (Result 24, 4/1, 3 Aura, 12 PP): +3 bonus,
shield of faith (CL 18, 4/per day), dancing, flaming Codex (or Scroll): A codex or scroll contains
burst information, whether it is spells or more mundane
information. Both consist of scrawling, arcane
The above entry describes a longsword weapon writing scribed onto exotic papers. A codex has
artefact gift the Immortal gained as part of his covers made of metal, wood or exotic leather while
second victory associated with a god who granted a scroll simply rolls up. Both are effectively infinite
him a war covenant. in terms of how much information they contain,
they add pages and text as needed without outside
intervention.
Templates and Power Points
for Artefacts Codex artefacts grant bonuses to skills, store spells
When an Immortal receives an artefact gift he or contain spells the user may cast as if the codex
immediately invests one point of Aura and selects were a normal magical scroll. They cannot use
one of the artefact templates. This investment gives powers from the armour or weapon’s abilities list but
the template five ‘power points’ the Immortal may may infuse them into other objects.
use to buy his artefact’s powers.
Ring: Artefact rings look like anything from a
Templates simple leather strap to an elaborately worked
All artefacts use one of the templates: platinum ring set with unearthly gems. Regardless
of their appearance each wields considerable power,
Template: The template’s name. both as a focus for the wielder and as independent
entities in their own right.
Corresponding Item Type: The type of standard
magical object the artefact resembles. Ring artefacts grant bonuses to skills and grant spell-
like abilities. A ring may also grant the wielder’s
Physical Manifestation: The artefact’s basic physical weapons, armour or shield appropriate properties.
look. Without its powers the artefact functions as
a masterwork item of the specified type. It does Shield: Artefact shields look like masterwork
not possess the properties of any extraordinary or shields of various makes. These shields range
unusual materials used in its ‘construction’. from simple leather stretched over a wicker frame
to embossed steel shields as large as a man is tall.
Armour: Artefact armour may be a single armour Regardless of its other functions the shield performs
piece or a complete suit. It always provides an as a masterwork shield of the appropriate type.
Artefact Templates
Template Corresponding Item Type Physical Manifestation
Armour Magical Armour Masterwork suit of armour
Codex or Scroll Scroll Book or scroll made of rare materials
Ring Magical Ring Ring or bracelet made of precious metal
Shield Magical Shield Masterwork shield of any type
Weapon Magical Weapon Masterwork weapon of any type
Wonder Wondrous Items Any masterwork item, gemstone or object d’ art
141
GIFTS
Shield artefacts may have any shield ability or grant The number of power points an artefact gains per
spell-like abilities. point of Aura invested depends on the result of the
Immortal’s Channel or Infuse check.
Weapon: Artefact weapons are masterwork weapons
of any sort. They may appear to incorporate
extraordinary materials but do not gain any bonus
Artefact Channel and Infuse
Like all gifts, artefact gifts allow the Immortal to use
for doing so.
either the Channel or the Infuse skill to affect the
game world. In the case of artefact gifts the Channel
Weapon artefacts can possess any magical quality
skill allows the Immortal to increase the power of
associated with a weapon or grant spell-like abilities.
the artefact itself, while the Infuse skill allows the
The latter ability costs +1 power point per spell-like
Immortal to ‘imbue’ other similar objects with a
ability granted by the artefact.
fraction of his artefact’s power.
Wonder: Wonders are artefact objects of all sorts,
Artefact Gift Results for Channel and Infuse
from amulets to clockwork men. Each wonder is a
unique item derived from an Immortal’s imagination. Skill Check Channel Infuse
As such, it does not have to obey any of the limits or Result
logic of physical materials. However, since most 0-9 Failure Failure
Immortals come from relatively mundane worlds, 10-20 2 points per Aura Infused
wonders tend to assume relatively recognisable 21-30 4 points per Aura 1 point per Aura
forms. 31-40 6 points per Aura 2 points per Aura
41+ 8 points per Aura 3 points per Aura
Wonders grant spell-like abilities, grant bonuses
to various character attributes or give the character Channel: An Immortal uses the Channel skill to
access to powers usually associated with categories invest his Aura into an existing artefact. This Aura
of wondrous items. Many are highly intelligent but investment increases the available power points
they may have trouble communicating with non- within the artefact. When the Immortal makes his
Immortal characters. Channel check and invests the Aura he must also
decide which abilities he would like to purchase for
Power Points the artefact. If the Immortal makes multiple Channel
Each artefact gift gives the character the opportunity checks to grant his artefact additional powers he
to create a powerful magical item customised must maintain the information about which Aura
to his needs that grows as his power expands. points purchased which abilities.
Mechanically, this is represented by the concept of
power points. Infuse: An Immortal uses the Infuse skill to imbue
objects similar to his artefact with a portion of
Each artefact starts with five power points. As the artefact’s power. The object to be imbued
the Immortal invests power points through the use must remain in physical contact with the artefact
of the channel skill the artefact gains additional throughout the infusion process. If the Immortal
power points the Immortal may spend to increase succeeds at his Infuse check he invests one point of
its powers. Aura into the object. The object gains one ability
possessed by the artefact. If the Infuse check
142
GIFTS
result exceeds 20 or more the Immortal may invest In the case of a codex the Immortal may specify this
additional Aura into the object, granting it power ability grants access to a specific number of spell
points at the ratio defined above. He may only levels per day. He may then cast either arcane or
spend these power points on abilities his artefact divine spells (selected at the time of the artefact’s
also possesses. creation) spontaneously chosen at the time of casting
whose levels do not total more than the total number
of allowed spells per day.
What Power Points Buy
When an Immortal gains an artefact gift or invests
Skill Bonus: The item’s wielder gains a competence
Aura into an artefact he gains a specific number
bonus to a skill equal to the amount purchased.
of ‘power points’ he can use to purchase abilities.
The abilities available to an artefact depend on its
Wondrous Item Ability: The item gains a power from
template; the cost of these abilities is listed on the
a wondrous item not covered under one of the other,
Power Point Costs table on page 142.
above headings.
Artefact Attribute: All artefacts share equally in the
ability to obtain the special artefact attributes listed Artefact Intelligence
below. All artefacts are intelligent; most, however, rarely
speak up. Artefacts gain intelligence as the Immortal
Armour Attribute: The artefact may possess any of invests his Aura into them, as described on the table
the armour attributes (including simple AC bonus) below. An intelligent artefact can use its powers
from any magical item list. The Immortal must on its own but will always serve its master’s best
spend the specified number of power points per +1 interest regardless of its ego. The ‘intelligence’ is
or +1 equivalent to activate the ability in his artefact. simply an extension of the Immortal’s own spirit; it
For abilities without a bonus equivalent each 10,000 cannot turn against him.
gp costs one power point (minimum one).
Artefacts do not gain intelligent item abilities,
Weapon Attribute: The artefact may possess any regardless of their Intelligence, Wisdom or Charisma
of the weapon attributes (including simple attack attributes. They have skill points equal to their
and damage roll bonus) from any magic item list. Intelligence modifier multiplied by five.
The Immortal must spend the specified number of
power points per +1 or +1 equivalent to activate the Artefacts can communicate with their wielder or
ability in his artefact. For abilities without a bonus others and have an awareness of the world around
equivalent each 10,000 gp costs one power point them based on their base attribute score. The artefact
(minimum one). may communicate with any creature it is aware of
(see the Artefact Communication table above).
Spell-like Ability: The artefact grants the wielder the
ability to cast a spell at a caster level equal to the Ego
Immortal’s total character level + his total number of Artefacts use the same rules for ego as other
victories associated with the power source granting intelligent items.
the artefact gift (maximum 20). The character may
use this spell-like ability three times a day. Each Artefact Abilities
additional use of the spell-like ability per day costs All Immortal artefacts may purchase one or more of
one power point. the following abilities at the listed power point cost.
143
GIFTS
Artefact Communication
Base Attributes Communications Methods Awareness
4 Empathy and whispers Location of creator and current wielder
10 As above, Dreams and visions As above, 60 feet dark vision
16 As above, Telepathic communication As above, 120 feet dark vision
22 As above, Vocal conversation As above, 240 feet tremorsense
These abilities represent the unique powers artefacts
gain from their association with the Immortal.
Example Artefact Gifts
The following example artefact gifts show how a
Games Master or player might use the rules above to
Automatic Infusion: All objects similar to the create his own, unique artefact.
artefact within 30 feet gain the abilities the Immortal
purchased with the first five power points that
came with the artefact template. The objects lose
Blade of Valour
Weapon Artefact Gift (War 2, Covenant,
these abilities when they pass outside of the area of
Longsword)
effect. This infusion does not cost the Immortal any
Power Point Threshold/Initial PP (1 Aura/5PP):
additional Aura.
+2 bonus, Automatic Infusion 60 feet
Channel (Result 24, 4/1, 3 Aura, 12 PP): +3 bonus,
Automatic Infusion does not grant itself to any
shield of faith (CL 18, 4/per day), dancing, flaming
object it infuses. It does not infuse already magical
burst
objects within the area of effect, even if they would
otherwise qualify for the infusion. The effect does
The Immortal smith and warrior Clrn Glynwdr,
not grant powers to objects wielded by individuals
Champion of the Gods of Old, forged the Blade of
hostile to the Immortal.
Valour when he first set foot on the long path to
immortality. This sturdy blade started out as a +2
Power Point Cost: 2 + 1 per additional 30 feet
longsword capable of granting a +2 bonus to his
radius
allies’ longswords as well.
Self Restoring: The artefact’s basic template
When Clrn ascended from Aspirant to Wielder he
becomes part of the material plane itself. If the
infused more of his Immortal Aura into the blade.
artefact is destroyed it automatically reforms without
Now it functions as a +5 dancing flaming burst
the Immortal’s intervention within 2d4 days. The
longsword. It also allows him to cast shield of
Immortal will have to seek out the newly reformed
faith as an 18th level cleric four times per day. It
artefact.
still grants a +2 bonus to all mundane longswords
wielded by his allies within a 60 foot radius.
Power Point Cost: 1
144
GIFTS
An unknown paladin of the sun god received this The ring grants him remarkable powers. In addition
shield early on in his career. When he transcended to giving the Dark Lord DR 5/– it also makes him
to become a god of good he left his shield behind as resistant to the first 20 points of damage form any
a token of his compassion for mortals’ plight. Any kind of energy attack. Furthermore it enchants his
man who dares to wield this simple steel shield with weapons, causing them to act as though they were
a sun embossed on it gains a fearsome ally in his unholy vorpal weapons of wounding. The ring can
fight for right. The Sun’s Golden Shield is a +7 cast a variety of dominating spells five times per day,
large shield granting ten points of resistance to all usually on targets it identifies of its own volition.
forms of energy damage. It can cast holy sword as a The ring also makes its bearer immune to detection
20th level paladin five times per day and sunburst as spells, disease and poisons, acts as a scrying device,
a 20th level cleric three times per day. reveals the thoughts of those within 25 feet and
allows the wielder to travel the planes as easily as
St. Aleric’s Prayer Book most people walk through a door.
Codex Artefact Gift (Good 1, Tap, Tattered book)
Power Point Threshold/Initial PP (1 Aura/5PP): 2 The ring is a highly intelligent servant of its lord. It
levels of divine spells per day, blessing (CL 4, 3/per rarely bothers to speak with lesser mortals, instead
day) dominating them if they are foolish enough to come
into contact with it.
When St. Aleric died he left behind a small, tattered
prayer book. Any man of good heart or one capable
of overwhelming the book’s relatively weak ego
Attributes
When legends speak of Immortals they often mention
can flip through it to find a prayer the gods will their incredible strength, their agelessness and
answer. The wielder can cast bless three times per similar unusual powers. In these stories, ascension
day. Additionally, he can cast two levels of divine into Immortality caused the would-be god’s fragile
spells of his choice per day. This may be two 1st level flesh to transform into something infinitely greater.
spells, one 2nd level spell, four 0 level spells or some This transformation, caused by the substitution of
combination thereof. fragile mortality with infinitely stronger materials
derived from the six elements, gives the Immortal
abilities other creatures simply could not sustain.
145
GIFTS
When an Immortal chooses a gift associated with the If the Immortal dies the infused gift lasts until the
power source he increases the bonus per Aura ration mortal uses it one final time. In the case of bonuses
by +1. For example, if his Channel check resulted in this use occurs on the next occasion the bonus
a +4 per Aura point he gains +5 instead. applies. In the case of powers that grant a pool
146
GIFTS
of abilities or bonuses for a day, the pool does not Description: The lords of law hold the secret words
replenish; when the mortal finally expends the pool and charms capable of binding any being to their
it vanishes forever. will. They share this knowledge with their chosen
servants, though some say the price for the knowledge
An Infused mortal radiates a strong magical aura is the servant’s own soul. Once an Immortal learns
of indeterminate nature. The Immortal’s alignment these charms they change him forever, binding him
tinges the aura, allowing the mortal to appear to ever closer to the service of law’s lords.
appropriate detection spells. This Aura does not
overwhelm the mortal’s original aura. Instead, it When the Immortal gains this gift he develops
may look as though the mortal has two separate, the ability to spontaneously cast five levels of
distinct auras vying for control over the space he enchantment spells per day. He may cast any
occupies. number of spells, of any level, so long as the total
number of spell levels comes to five or less. Casting
each spell is a standard action that provokes an attack
Recording Attribute Gifts of opportunity. The Immortal casts these spells with
Attribute gifts use the following format on the
an effective caster level equal to his total number of
character sheet:
victories plus his Intelligence modifier.
Name
The Immortal may use metamagic feats to influence
Attribute Gift ((Power or Domain) (Victory Number),
these spells using the normal rules for spontaneous
Covenant or Tap)
casting and metamagic feats. If he possesses a gift
Current Investment: How many Aura points the
affecting metamagic feats he may add that gift’s
character has invested in the attribute.
modifiers to spells he casts using this gift
Base Bonus: The base bonus or ability the attribute
grants.
When the Immortal channels his Aura into this
Total Bonus: The current bonus or ability the
attribute the bonus increases his total number of
attribute grants.
available spell levels per day.
Additionally each attribute entry below contains the
following additional information: Born to Magic
Attribute Gift
Associated Power: If this entry matches the power Associated Power: Magic Domain
or term entry in the attribute’s association, Channel Forbidden Power: Knowledge Domain
efforts into the attribute gain a +1 bonus to their Base Bonus: Gain the ability to apply one metamagic
resulting bonus to Aura ratio. feat to 1st level spells
Forbidden Power: The attribute cannot be taken as
a gift for a victory associated with the listed power Description: An Immortal sworn to the lords of
or covenant term. magic’s service gains access to their scientific
Description: A textual description of the attribute, knowledge regarding the most mysterious of powers.
its in-game effects and its likely consequences. This knowledge enables the Immortal to perform
magical feats capable of astounding even the wisest
All attribute gifts have a minimum Aura threshold archmage.
of one.
When an Immortal first receives this gift he may
select one metamagic feat. He gains this feat and
Attribute Descriptions the ability to automatically apply it to any 1st level
Within the limits stated above any Immortal may spell he casts. The feat applies to all of his 1st level
freely select from the following list of attributes. spells automatically. He does not need to know the
metamagic feat he selects for this spell.
Binder’s Secrets
Attribute Gift When the Immortal channels his Aura into this gift
Associated Power: Law Domain he may use the bonus to add any of the following:
Forbidden Power: Chaos Domain † A new metamagic feat: A new metamagic feat
Base Bonus: Cast 5 levels of enchantment spells per costs a number of bonus points equal to twice
day from any spell list
147
GIFTS
Attributes
Name Base Bonus
Binder’s Secrets Cast 5 levels of enchantment spells per day from any spell list
Born to Magic Gain the ability to apply one metamagic feat to 1st level spells
Bright Brow Cast 5 levels of evocation spells per day from any spell list
Bringer of Changes Cast 5 levels of transmutation spells per day from any spell list
Brother of the Wild Transform into the form of one animal.
Champion’s Wisdom Gain proficiency with all simple and martial weapons or gain access to one feat
from the fighter bonus list
Death’s Right Hand Cast 5 levels of necromancy spells per day from any spell list
Eternal Youth Regress to the prime of youth
Eye on the Horizon Add +5 feet to one of the character’s movement rates
Eyes of the Stranger Gain a +2 bonus to all Int-based skills
Fire in the Heart Gain Energy Resistance 5 to the energy type of the Immortal’s choice
Frozen Heart Become undead
Golden Skin Gain DR 1/–
Healer’s Hand Cast 5 levels of cure or restore spells per day from any spell list
Heart of Steel and Stone Gain one item creation feat
Held in the Law Cast 5 levels of abjuration spells per day from any spell list
Heroic Destiny Gain one feat from the list
Lord of Chaos Emanate a chaotic aura over a 10-foot per point of positive Cha modifier radius
Lord of Evil Emanate an evil aura over a 10-foot per point of positive Cha modifier radius
Lord of Good Emanate a good aura over a 10-foot per point of positive Cha modifier radius
Lord of the Green Cast 5 levels of druid spells targeting or affecting plants each day
Lord of the Wild Cast 5 levels of druid spells targeting or affecting animals each day
Mantle of the Wind Gains a +2 bonus to all Dexterity-based skills
Moon’s Silver Mirror Cast 5 levels of illusion spells per day from any spell list
Mountains and Clouds Successful save redirects effect into environment
On Eagles’ Wings Gain fly 30 ft (perfect)
Peoples’ Champion Gain a +1 bonus to AC and attack rolls when defending a specific nation
Rage’s Red Flame Gain the barbarian rage ability, usable up to Con modifier times per day
Reborn Champion Spawn avatars when you Transcend who continue to act in your place
Rise from the Ashes Gain the ability to return to life after dying
Roots Run Deep Gain the plant type
Sage’s Left Hand Cast 5 levels of divination spells per day from any spell list
Shadowed Soul Emanate a 10-foot radius aura that suppresses good-aligned creatures
Shield of Will Gain a +1 bonus to all Con-based skills and a +1 bonus to Fortitude, Reflex and
Will saving throws
Shining Soul Emanate a 10-foot radius aura that suppresses evil-aligned creatures
Singer of Celestial Harmonies Ability to use plane shift at will
Son of the Light Emanate daylight in a 30-foot radius
Strength of Stone Gains a +2 bonus to Str-based skills
The Lady’s Favour Gain +5 luck bonus the Immortal may spend on skill checks after the check is
made but before resolution
The Power to Be Gain Regeneration 1
Touch of Ash and Dust Emanate a destructive aura covering a 10-foot per point of positive Cha modifier
radius
Trickster’s Laughter Gain one feat from the list
148
GIFTS
149
GIFTS
Description: When an Immortal associates himself When the Immortal channels his Aura into this gift
with the collective power of animals he learns to he may spend the bonus points in two ways:
unleash the beast within his own soul. When he † Increase a fighter feat bonus by +1: Add the
does so he transforms into a beast himself, with bonus directly to the bonus granted by any feat
all of the associated benefits and problems such a from the fighter list. He may add this bonus to
change entails. feats from his mortal career or from this gift
† Add a feat to the gift: Adding a feat to the gift
When the Immortal gains this gift he may select costs a number of bonus points equal to twice the
one normal animal he wishes to transform into. total of the attribute modifier, base attack bonus
Transforming is a free action that does not provoke and total number of other feats listed in the feat
an attack of opportunity. The Immortal gains all of prerequisites (minimum one). The Immortal must
the physical attributes of his new form but retains meet the prerequisites in order to add the feat.
his mental abilities, skills, gifts and class abilities.
Unlike a character under a polymorph effect the Example: Adding the Dodge feat costs 2 bonus
Immortal can communicate while in his altered points (Dex 13 gives a +1 bonus x2). Adding Spring
form. Attack costs 14 bonus points (Dex 13 for 1, Dodge
and Mobility for 2, base attack bonus +4 for a total
As an Immortal channels his Aura into this gift he of 7 x 2).
develops the ability to transform into other creatures.
He may select creatures from the animal, magical Death’s Right Hand
beast or vermin types. Each alternate form costs Attribute Gift
a number of bonus points equal to its Challenge Associated Power: Death Domain
Rating. Forbidden Power: Healing Domain
Base Bonus: Cast 5 levels of necromancy spells per
This gift does not allow the Immortal to transform day from any spell list
himself into a unique creature.
Description: The lords of death grant their servants
Champion’s Wisdom tremendous lassitude when it comes to wielding
Attribute Gift their power so long as they bring ruin and woe into
Associated Power: War Domain mortal lives. They also unlock the secrets of death
Forbidden Power: Protection Domain itself, granting the Immortal the ability to cross the
Base Bonus: Gain proficiency with all simple and ultimate barrier as easily as mortals walk through an
martial weapons or gain access to one feat from the open door.
fighter bonus list
When the Immortal gains this gift he develops
Description: The lords of war may not know the ability to spontaneously cast five levels of
everything there is to know about the art of martial necromancy spells per day. He may cast any number
conflict but they certainly know more than any other of spells, of any level, so long as the total number
mortal, Immortal or deity. If they attempted to share of spell levels comes to five or less. Casting each
this knowledge with their servants it would take spell is a standard action that provokes an attack of
them centuries of individual instruction simply to opportunity. The Immortal casts these spells with
get the former mortals to hold their swords correctly. an effective caster level equal to his total number of
To save time the lords of war imbue their knowledge victories plus his Intelligence modifier.
directly into their servant’s bodies. This imbuing
transforms even a relatively unskilled warrior into The Immortal may use metamagic feats to influence
a deadly killing machine; those with great innate these spells using the normal rules for spontaneous
talent for war can transcend every mortal limitation casting and metamagic feats. If he possesses a gift
to become like unto their masters. affecting metamagic feats he may add that gift’s
modifiers to spells he casts using this gift
When an Immortal first receives this gift he becomes
proficient with all simple and martial weapons. If he When the Immortal channels his Aura into this
is already proficient with these weapons he gains one attribute the bonus increases his total number of
feat from the fighter bonus feat list. He must meet available spell levels per day.
the feat’s prerequisites normally.
Eternal Youth
150
GIFTS
As the Immortal channels his Aura into this gift his When the Immortal first receives this gift he gains
speed improves dramatically. Each bonus point adds Energy Resistance 5 against one energy type from
+5 feet to a single movement rate. Although there the following list: acid, cold, fire, electrical or sonic.
may be an upper limit to the character’s speed only This ability prevents the first 5 points of damage
the gods know if an Immortal has ever achieved it. dealt by an attack of the appropriate energy type.
Eyes of the Stranger As the Immortal invests his Aura into this gift he
151
GIFTS
152
GIFTS
provokes an attack of opportunity. The Immortal mythic law his senses transform. He begins to see
casts these spells with an effective caster level equal the stable order underlying even the most random
to his total number of victories plus his Intelligence events. This sense allows him to stabilise and shield
modifier. that order thereby creating effects that mortals
mistake for magical protections.
The Immortal may use metamagic feats to influence
these spells using the normal rules for spontaneous When the Immortal gains this gift he develops the
casting and metamagic feats. If he possesses a gift ability to spontaneously cast five levels of abjuration
affecting metamagic feats he may add that gift’s spells per day. He may cast any number of spells, of
modifiers to spells he casts using this gift any level, so long as the total number of spell levels
comes to five or less. Casting each spell is a standard
When the Immortal channels his Aura into this action that provokes an attack of opportunity. The
attribute the bonus increases his total number of Immortal casts these spells with an effective caster
available spell levels per day. level equal to his total number of victories plus his
Intelligence modifier.
Heart of Steel and Stone
Attribute Gift The Immortal may use metamagic feats to influence
Associated Power: Earth Domain these spells using the normal rules for spontaneous
Forbidden Power: Air Domain casting and metamagic feats. If he possesses a gift
Base Bonus: Gain one item creation feat affecting metamagic feats he may add that gift’s
modifiers to spells he casts using this gift
Description: The lords of earth hold the secrets
of crafting and magical binding. They share these When the Immortal channels his Aura into this
secrets with those of their servants who willingly take attribute the bonus increases his total number of
on the essence of earth into their own bodies. These available spell levels per day.
secrets make the servants the craftsmen to the gods
but can also be used to create objects of remarkable Heroic Destiny
magical power for the servants’ own use. Attribute Gift
Associated Power: Strength Domain
When the Immortal receives this gift he gains one Forbidden Power: Hate
item creation feat. He may use this feat normally Base Bonus: Gain one feat from the list
and does not have to meet the feat’s prerequisites to
select it. Description: The lords of strength revel in all
things dealing with the mortal body and its infinite
As the Immortal channels his Aura into this gift he potential. Their love of contests and competition
may use the bonus points in one of two ways: infects their servants as well. This joy expands
† Add a new item creation feat: Adding a new item their servant’s abilities far beyond the mortal pale.
creation feat costs a number of bonus points equal Recognising this, the servants often organise games
to the feat’s minimum level requirement. among themselves so that they continue to have
† Reduce XP cost for the item: Each bonus point some kind of challenge.
reduces the XP cost for creating a magic item
with one of the Immortal’s item creation feats by When an Immortal first gains this gift he receives
5%. The Immortal may apply this reduction to one feat from the following list: Acrobatic, Agile,
any item creation feat he knows. Alertness, Athletic, Die-Hard, Endurance, Great
Fortitude, Iron Will, Lightning Reflexes, Nimble
Held in the Law Fingers, Run, Self-Sufficient, Stealth and Toughness.
Attribute Gift He must meet the prerequisite for this feat normally.
Associated Power: Law
Forbidden Power: Chaos When the Immortal channels his Aura into this gift
Base Bonus: Cast 5 levels of abjuration spells per he may spend the bonus points in two ways:
day from any spell list † Increase a feat bonus by +1: Add the bonus
directly to one bonus granted by any feat from the
Description: When an Immortal drinks deeply of above list. He may add this bonus to feats from
153
GIFTS
his mortal career or from this gift. ‘lord of evil’ is little more than a puppet in the hands
† Add a feat to the gift: Adding a feat to the gift of the masters, but they will sometimes go so far
costs a number of bonus points equal to twice the as to set their plaything up with his own court. Of
total of the attribute modifier, base attack bonus course, such a plan can backfire; a servant of evil
and total number of other feats listed in the feat could easily gather enough power to overthrow his
prerequisites (minimum one). The Immortal must masters to become a lord of evil in truth.
meet the prerequisites in order to add the feat.
When the Immortal first receives this gift he radiates
Lord of Chaos an aura of evil in a radius equal to ten feet for every
Attribute Gift point of his positive Charisma modifier (minimum
Associated Power: Chaos Domain ten feet). All evil creatures within the area of effect
Forbidden Power: Law Domain receive a +1 morale bonus to their attack and damage
Base Bonus: Emanate a chaotic aura over a 10-foot rolls.
per point of positive Cha modifier radius
As the Immortal invests his Aura into this gift this
Description: The lords of chaos sometimes anoint chaotic force grows stronger. He may spend bonus
one of their servants with a power that grows within points associated with this gift to:
them over time. This power infuses the servant † Add effect: Every bonus point spent allows the
with chaotic might. As this power leaks out of the Immortal to add one of the following bonuses for
servant’s body it strengthens the forces of chaos evil creatures within the area of effect: damage, a
around him, suppressing mythic law and inspiring skill or a saving throw.
those of chaotic alignment to greater heights. † Increase effect: Every bonus point spent increases
one of the bonuses granted by the aura by +1.
When the Immortal first receives this gift he radiates † Increase radius: Every bonus point spent to
an aura of chaos in a radius equal to ten feet for every increase the radius increases the radius by +10
point of his positive Charisma modifier (minimum feet.
ten feet). All chaotic creatures within the area of
effect receive a +1 morale bonus to their Reflex Lord of Good
saving throws and attack rolls. Attribute Gift
Associated Power: Good
As the Immortal invests his Aura into this gift this Forbidden Power: Evil
chaotic force grows stronger. He may spend bonus Base Bonus: Emanate a good aura over 10 feet per
points associated with this gift to: point of positive Cha modifier radius
† Add effect: Every bonus point spent allows the
Immortal to add one of the following bonuses Description: The lords of good anoint those of their
for chaotic creatures within the area of effect: servants who will sacrifice anything to attain the
damage, a skill or a saving throw. greatest good with their holy power. This power
† Increase effect: Every bonus point spent increases strengthens good creatures around the anointed
one of the bonuses granted by the aura by +1. servant, making him a living banner in the war for
† Increase radius: Every bonus point spent to the world’s souls.
increase the radius increases the radius by +10
feet. When the Immortal first receives this gift he radiates
an aura of good in a radius equal to ten feet for every
Lord of Evil point of his positive Charisma modifier (minimum
Attribute Gift ten feet). All good creatures within the area of effect
Associated Power: Evil Domain receive a +1 morale bonus to their Armour Class and
Forbidden Power: Good Domain Fortitude saving throws.
Base Bonus: Emanate an evil aura over a 10-foot per
point of positive Cha modifier radius As the Immortal invests his Aura into this gift this
force grows stronger. He may spend bonus points
Description: The lords of evil will sometimes anoint associated with this gift to:
one of their servants as a lesser lord of evil. This † Add effect: Every bonus point spent allows the
Immortal to add one of the following bonuses for
154
GIFTS
good creatures within the area of effect: attack, Forbidden Power: Animal
damage, a skill or a saving throw. Base Bonus: Cast 5 levels of druid spells targeting
† Increase effect: Every bonus point spent increases or affecting animals each day
one of the bonuses granted by the aura by +1.
† Increase radius: Every bonus point spent to Description: At times the beast lords will entrust one
increase the radius increases the radius by +10 of their servants with a portion of their dominion.
feet. In theory this gives the servant the authority to
command a specific kind of beast. In reality it gives
Lord of the Green the Immortal some influence over all creatures big
Attribute Gift and small. A smart Immortal can parley this minor
Associated Power: Plant Domain authority and influence into a variety of minor
Forbidden Power: Plants services every day from the world’s creatures.
Base Bonus: Cast 5 levels of druid spells targeting
or affecting plants each day When the Immortal gains this gift he develops the
ability to spontaneously cast five levels of spells
Description: The lords of the green often share the per day from the druid spell list that target or affect
keys to their kingdom with their devoted servants. animals in some way. He may cast any number
This gives the servant the power to command the of spells, of any level, so long as the total number
plants directly, though the Green does not always of spell levels comes to five or less. Casting each
obey those who claim dominion over it. spell is a standard action that provokes an attack of
opportunity. The Immortal casts these spells with
When the Immortal gains this gift he develops the an effective caster level equal to his total number of
ability to spontaneously cast five levels
of spells per day from the druid list that
target or affect plants. He may cast any
number of spells, of any level, so long
as the total number of spell levels comes
to five or less. Casting each spell is a
standard action that provokes an attack
of opportunity. The Immortal casts these
spells with an effective caster level equal
to his total number of victories plus his
Intelligence modifier.
155
GIFTS
victories plus his Intelligence modifier. servants, infused with its light, can channel that
light to trick the eye and fool the mind of any mortal
The Immortal may use metamagic feats to influence creature. Immortals are generally less susceptible to
these spells using the normal rules for spontaneous the moon’s trickery but that does not mean they can
casting and metamagic feats. If he possesses a gift blithely ignore its power.
affecting metamagic feats he may add that gift’s
modifiers to spells he casts using this gift. When the Immortal gains this gift he develops the
ability to spontaneously cast five levels of abjuration
The Immortal may use this gift to cast summon spells per day. He may cast any number of spells, of
nature’s ally spells but can only summon animals any level, so long as the total number of spell levels
and magical beasts. comes to five or less. Casting each spell is a standard
action that provokes an attack of opportunity. The
When the Immortal channels his Aura into this Immortal casts these spells with an effective caster
attribute the bonus increases his total number of level equal to his total number of victories plus his
available spell levels per day. Intelligence modifier.
Mantle of the Wind The Immortal may use metamagic feats to influence
Attribute Gift these spells using the normal rules for spontaneous
Associated Power: Wind casting and metamagic feats. If he possesses a gift
Forbidden Power: Earth affecting metamagic feats he may add that gift’s
Base Bonus: Gains a +2 bonus to all Dexterity- modifiers to spells he casts using this gift
based skills
When the Immortal channels his Aura into this
Description: An Immortal who drinks deeply of attribute the bonus increases his total number of
elemental wind finds his body transformed by the available spell levels per day.
experience. His mortal flesh becomes lighter and
more prone to motion. In time the wind within him Mountains and Clouds
moves the Immortal’s physical form in accordance Attribute Gift
with his thoughts, granting him a grace unknowable Associated Power: Protection Domain
by lesser beings. Forbidden Power: Destruction Domain
Base Bonus: Successful save redirects effect into
When the Immortal first receives this gift he gains a environment
+2 bonus to all Dexterity-based skills. Furthermore
all Dexterity-based skills become class skills for the Description: The lords of protection know the world
character when he advances in any mortal class. wraps itself in layers of inertia and stasis in order to
protect itself from harm. They teach this truth to their
As the Immortal channels his Aura into this gift he servants then alter their bodies so that each servant
may allocate the bonus points as bonuses to specific can redirect damaging effects from themselves into
Dexterity-based skills on a one for one basis. There the environment around them.
is no upper limit to the bonus an Immortal may apply
to a single skill. This bonus stacks with the generic When the Immortal first gains this gift he gains the
+2 bonus granted by the gift’s base function. ability to redirect damage dealt to him by a magical
spell or Immortal power and redirect it into the
Moon’s Silver Mirror environment. If he makes a successful saving throw
Attribute Gift against the effect he takes no damage but an object
Associated Power: Moon of his choice within a 40-foot radius suffers the full
Forbidden Power: Sun effect.
Base Bonus: Cast 5 levels of illusion spells per day
from any spell list If the Immortal wishes to when he makes a saving
throw he can make a free unmodified ranged touch
Description: Although the moon may not be the attack against a character or an item held by a
source of all magic it does play an important role character within a 40-foot radius. This attack does
in the functioning of illusions and glamours. Its not receive any bonuses form the character’s base
156
GIFTS
attack bonus or his Dexterity modifier. If this attack of the power they wield. This relationship sparks a
succeeds the effect targeting the Immortal moves synergy between the two parties. The stronger the
into the target instead. If it fails the Immortal suffers nation becomes the mightier its champion becomes.
the full effect regardless of his saving throw.
When the Immortal first receives this gift he gains a
As the Immortal channels his Aura into this gift he +1 bonus to his Armour Class and attack rolls when
may spend the bonus points on the following: defending his nation’s interests. Most commonly
† Increase attack bonus: Each bonus point increases this means when discharging the obligations
the attack bonus by +1. associated with the Immortal’s covenant and when
† Increase aura radius: Every bonus point increases acting as the nation’s ruler. The Games Master has
the radius by +5 feet. final say as to whether or not an action qualifies the
† Increase effect DC: Each bonus point increases Immortal for this gift’s bonus.
the channelled effect’s DC by +1.
As the Immortal grows in power he may invest his
On Eagles’ Wings Aura into this gift. As he does so he may spend the
Attribute Gift resulting bonus points on the following:
Associated Power: Air Domain † Add effect: Every bonus point spent allows the
Forbidden Power: Earth Domain Immortal to add one of the following bonuses:
Base Bonus: Gain fly 30 ft (perfect) damage, a skill or a saving throw.
† Increase effect: Every bonus point spent increases
Description: The lords of air reward their faithful one of the bonuses granted by the aura by +1.
servants by unlocking the vault of the sky. There
their servants can walk among the elementals, Rage’s Red Flame
looking down at the mortal fields below. This kind Attribute Gift
of unfettered flight has long been a mortal dream. In Associated Power: Destruction Domain
truth, many Immortals swear allegiance to the lords Forbidden Power: Protection Domain
of air simply to gain this ability. Base Bonus: Gain the barbarian rage ability, usable
up to Con modifier times per day
When the Immortal first gains this gift he develops
the ability to fly at 30 feet per round with perfect Description: The lords of destruction invest the
manoeuvrability. Immortal with a small portion of their unending hate.
He can feel it pulsing, whispering and pleading for
As the Immortal invests his Aura into this gift he release every time he encounters another living being
may purchase the following abilities: or an obstacle barring his path. It writhes free of his
† Become incorporeal: Each bonus point gives the control from time to time, causing the Immortal to
Immortal the ability to become incorporeal for fly into berserker frenzies that threaten even the gods
one round. The Immortal can switch between themselves.
corporeal and incorporeal states as a free action
that does not provoke an attack of opportunity. The base level of this gift grants the Immortal the
† Increased AC while flying: Each bonus point gives ability to fly into a rage similar to the barbarian rage
the Immortal a +1 dodge bonus to his AC while in class ability a number of times per day equal to his
flight. Constitution modifier (minimum one). This gives
† Increased speed: Each bonus point grants the him a +4 bonus to his Strength and Constitution
character +5 feet to his base movement speed. scores as well as a +2 morale bonus to Will saves.
He also suffers from a –2 penalty to his AC. The
Peoples’ Champion rage lasts for three rounds plus the Immortal’s
Attribute Gift augmented Constitution modifier.
Associated Power: Nation
Forbidden Power: Chaos Domain While raging the Immortal cannot use any Charisma,
Base Bonus: Gain a +1 bonus to AC and attack rolls Dexterity or Intelligence-based skills (except for
when defending a specific nation Balance, Escape Artist, Intimidate and Ride), the
Concentration skill or any ability requiring patience
Description: When an Immortal signs a covenant or concentration. He cannot cast spells or use items
with a nation its people entrust him with their well-
being. They, in turn, entrust him with the sum total
157
GIFTS
Description: An Immortal gains no benefit from When the Immortal first receives this gift he gains
this gift before he Transcends. When he completes the plant type. He gains all of the abilities and
his final Great Challenge his spirit transcends to a weaknesses of plant type creatures, including the
higher plane of existence. However, his Immortal ability to advance in HD rather than character
power divides into a number of forms equal to his levels.
Intelligence modifier. These forms all share the same
Aura and hit point pool, but otherwise act as separate As the Immortal invests his aura into this gift he
individual’s under the Immortal’s player’s control. may add the bonus points to his Strength, Dexterity,
Constitution or Wisdom.
The avatars are functionally identical to the Immortal
at the moment of his Transcendence. They have Sage’s Left Hand
all of his equipment (barring artefacts and power Attribute Gift
effects) and mortal abilities. They also share all of Associated Power: Knowledge Domain
his gifts except for this one. Forbidden Power: Trickery Domain
Base Bonus: Cast 5 levels of divination spells per
Rise from the Ashes day from any spell list
Attribute Gift
Associated Power: Death Domain Description: The lords of knowledge grant their
Forbidden Power: Law Domain servants access to the information contained in their
Base Bonus: Gain the ability to return to life after infinite scrolls. This knowledge allows the servants
dying to seek out any piece of knowledge they wish. As
they grow in power the servants extend their reach,
Description: When the Immortal’s physical form eventually learning to uncover information long lost
dies his Aura retreats to a save haven. There to mortals.
it begins to rebuild a body using previously
prepared materials. For the cost of 1 Aura this When the Immortal gains this gift he develops the
ability allows the Immortal to return to life in an ability to spontaneously cast five levels of divination
unblemished body within thirty days of his death. spells per day. He may cast any number of spells, of
Each bonus point spent on this attribute reduces any level, so long as the total number of spell levels
the number of days by one, to a minimum of zero. comes to five or less. Casting each spell is a standard
158
GIFTS
action that provokes an attack of opportunity. The † Add penalty: Each bonus point allows the
Immortal casts these spells with an effective caster Immortal to add one of the following penalties to
level equal to his total number of victories plus his his aura: Armour Class, one specific skill check
Intelligence modifier. or one saving throw. This penalty starts at –1 and
can be increased with further Aura investment.
The Immortal may use metamagic feats to influence † Increase DC: Each bonus point increases the DC
these spells using the normal rules for spontaneous of the Immortal’s Aura by +1.
casting and metamagic feats. If he possesses a gift † Increase penalty: Each bonus point increases one
affecting metamagic feats he may add that gift’s penalty inflicted by the Immortal’s aura by –1.
modifiers to spells he casts using this gift † Increase radius: Each bonus point adds a +10-
foot. bonus to the radius.
When the Immortal channels his Aura into this
attribute the bonus increases his total number of Shield of Will
available spell levels per day. Attribute Gift
Associated Power: Protection
Shadowed Soul Forbidden Power: Triumph
Attribute Gift Base Bonus: Gain a +1 bonus to all Con-based skills
Associated Power: Evil and a +1 bonus to Fortitude, Reflex and Will saving
Forbidden Power: Good throws
Base Bonus: Emanate a 10-foot radius aura that
suppresses good-aligned creatures Description: An Immortal who taps into the primal
power of protection fills himself with the stability
Description: When an Immortal drinks deeply of inherent in the universe. He can rely on this
evil’s might it seeps like tainted oil down into his stability to protect him from harm although it also
bones. The more of it he draws in, the more builds makes it difficult for him to change to meet altering
up, until it finally begins to seep from the Immortal circumstances.
into the world around him. Eventually this seepage
creates a spiritual miasma around the character. This When the Immortal first receives this gift he
miasma reaches into the hearts and lungs of good- gains a +1 bonus to all Constitution-based skills.
aligned creatures, where it attempts to steal their Furthermore all Constitution-based skills become
breath with oily fingers. class skills for the character when he advances in
any mortal class. He also gains a +1 bonus to his
When an Immortal first receives this gift he emanates Fortitude, Reflex and Will saving throws.
a ten-foot radius aura of pure mythic evil. Any
good creature within the area of effect must make As the Immortal channels his Aura into this gift he
a Will save (DC 10) or suffer a –2 morale penalty may allocate the bonus points as bonuses to specific
to his attack and damage rolls. Each good-aligned Constitution-based skills or to one saving throw
character only needs to make this saving throw once category on a one for one basis. There is no upper
per day. If he succeeds he becomes immune to the limit to the bonus an Immortal may apply to a single
effect for 24 hours. If he fails he suffers from the skill. This bonus stacks with the generic +1 bonus
aura’s effect without recourse to a saving throw for granted by the gift’s base function.
the same period of time.
Shining Soul
This is a mind-affecting fear effect. It leaves an Attribute Gift
imprint on the world visible to anyone with the Associated Power: Good
ability to detect evil. This imprint lingers for a Forbidden Power: Evil
number of days equal to the Immortal’s total Aura Base Bonus: Emanate a 10-foot radius aura that
attribute. suppresses evil-aligned creatures
As the Immortal gains in strength he may channel his Description: When an Immortal drinks deep of
Aura into this gift. He may use the bonus points this mythic good it illuminates his flesh like golden
generates in the following ways: light. The more power he drinks in the brighter
159
GIFTS
this light becomes. Eventually it bursts forth from † Add penalty: Each bonus point allows the
the Immortal’s body as an aura of spiritual light. Immortal to add one of the following penalties to
This light does not illuminate the physical world. his aura: Armour Class, one specific skill check
Instead, it shines brightly into the souls of everyone or one saving throw. This penalty starts at –1 and
in the Immortal’s immediate proximity. Everyone can be increased with further Aura investment.
illuminated by the light must face the consequences † Increase DC: Each bonus point increases the DC
of the evil lurking in their hearts. of the Immortal’s Aura by +1.
† Increase penalty: Each bonus point increases one
When an Immortal first receives this gift he emanates penalty inflicted by the Immortal’s aura by -1.
a ten-foot radius aura of pure mythic good. Any evil † Increase radius: Each bonus point adds +10 feet
creature within the area of effect must make a Will to the radius.
save (DC 10) or suffer a –2 morale penalty to his
attack and damage rolls. Each evil-aligned character Singer of Celestial Harmonies
only needs to make this saving throw once per day. Attribute Gift
If he succeeds he becomes immune to the effect for Associated Power: Stars
24 hours. If he fails he suffers from the aura’s effect Forbidden Power: Sun
without recourse to a saving throw for the same Base Bonus: Ability to use plane shift at will
period of time.
Description: The light of the stars shine on the
This aura leaves an imprint on the world visible to myriad worlds. Those who serve the stars can use
anyone with the ability to detect good. This imprint that light as a bridge, stepping from plane to plane,
lingers for a number of days equal to the Immortal’s from world to world, as easily as a farmer walks to
total Aura attribute. the local market. The star’s servants can also draw
on their masters’ might to protect themselves from
As the Immortal gains in strength he may channel his adverse environmental effects inherent in any world
Aura into this gift. He may use the bonus points this they find themselves on.
burns the eyes of any foolish enough to look directly +2 bonus granted by the gift’s base function.
upon the Immortal’s countenance. So long as the
Immortal faithfully serves the sun this radiance The Lady’s Favour
grows, until one day the Immortal becomes too Attribute Gift
bright for mortals to safely behold. Associated Power: Luck Domain
Forbidden Power: Law Domain
When an Immortal receives this gift he begins to Base Bonus: Gain +5 luck bonus the Immortal may
emanate daylight in a 30-foot radius. This light spend on skill checks after the check is made but
dispels any form of arcane darkness. It inflicts the before resolution
effects of normal daylight on creatures sensitive to
such things. It also deals 1d6 fire damage to any Description: The lords of luck extend great favour
undead within the area of effect. The undead receives to their chosen servants. This favour allows their
no saving throw against this effect. However, the servants to rely as much on luck as on pluck,
Immortal cannot use a gift, skill or spell to hide his traipsing from one madcap situation to another
presence. with little regard for the consequences. Should
their fortune ever run out these servants can still fall
As the Immortal becomes more powerful he may back on their tremendous Immortal power to resolve
invest additional Aura into this gift. As he does whatever pot of trouble they land in.
so he may spend the resulting bonus points on the
following: When the Immortal first receives this gift he gains
† Increased Armour Class: Each bonus point adds a a pool of five ‘luck points’ per day he can spend
+1 circumstance bonus to the Immortal’s Armour on any skill check. Each luck point grants him +1
Class. to the check. He may spend points from this pool
† Increased damage: Add +1d6 to damage dealt to after making the d20 roll but before the skill check
undead by spending three bonus points. resolves.
† Increase radius: Each bonus point adds +10 feet
to the radius. As the Immortal grows in power he may invest his
Aura in this gift. He may spend the resulting bonus
Strength of Stone points in the following ways:
Attribute Gift † Add additional luck targets: For the cost of three
Associated Power: Earth bonus points the Immortal may add one of the
Forbidden Power: Wind following additional targets for his luck pool:
Base Bonus: Gains a +2 bonus to Str-based skills attack rolls, Fortitude saves or Reflex saves.
† Add fortuitous circumstance: For the cost of three
Description: Drinking deeply of elemental earth bonus points the Immortal may add the ability
causes the Immortal’s body to undergo a number of to invoke a fortuitous circumstance. Invoking
radical changes. These changes make the Immortal this ability costs ten luck points. Once invoked,
considerably stronger but also make him seem far the circumstance allows the Immortal to state
heavier than he truly is. As the Immortal channels one seemingly impossible, outlandish event that
more and more elemental earth into his body this will provide him with assistance in his current
effect becomes more pronounced, until his flesh situation. There is a 50% chance this circumstance
feels like cold stone. will occur within 1d4 rounds.
† Increase luck pool: Each bonus point increases
When the Immortal first receives this gift he gains a the luck pool by +1.
+2 bonus to all Strength-based skills. Furthermore
all Strength-based skills become class skills for the The Power to Be
character when he advances in any mortal class. Attribute Gift
Associated Power: Love
As the Immortal channels his Aura into this gift he Forbidden Power: Hate
may allocate the bonus points as bonuses to specific Base Bonus: Gain Regeneration 1
Strength-based skills on a one for one basis. There
is no upper limit to the bonus an Immortal may apply Description: For most mortals, the idea that love
to a single skill. This bonus stacks with the generic exists as a power outside the mortal heart seems
insane. Yet exist it does. Immortals who drink
161
GIFTS
When the Immortal first gains this gift he begins to Unbound from the Wheel
emanate an aura covering a ten-foot radius per point Attribute Gift
of the character’s positive Charisma modifier. All Associated Power: Magic
objects within this radius automatically take one hit Forbidden Power: Knowledge
point of damage each round. All living creatures Base Bonus: Gain the ability to take many forms
(including plants) within the area of effect take one after Transcending
hit point of damage each round unless they make
a Will saving throw (DC 10). A creature needs to Description: When an Immortal gains this gift it
make this Will saving throw once every day. does nothing for him. However, when he passes
his final Great Challenge the Immortal does not
As an Immortal invests his Aura into this gift he may reincarnate as a 1st level character. Instead he retains
use it to increase any one of the following: all of his abilities but loses his mortal form. He may
† Increase damage dealt: Every bonus point now transform himself, as a free action, to appear
increases the damage done by the Aura by +1. as any creature in the universe. This transformation
† Increase DC: Every bonus point increases the does not affect his abilities. No magical or
Will Save DC by +1. metaphysical means can prove the Immortal is not
† Increase aura radius: Every bonus point increases what he pretends to be. An observant user of mortal
the radius by +5 feet. skills like Sense Motive could detect something
amiss by observing the Immortal’s behaviour.
Trickster’s Laughter
Attribute Gift Voice of the Champion
Associated Power: Trickery Domain Attribute Gift
Associated Power: Triumph
Forbidden Power: Protection
162
GIFTS
Base Bonus: Gain a +2 bonus to Cha-based skills points the Immortal gains the fire subtype. This
makes him immune to fire damage but he takes
Description: When an Immortal first touches the double damage from cold attacks.
power of triumph a small bit of its lustre rubs off on † Increase natural armour: Each bonus point adds
him. As he gains further understanding of triumph’s a +1 natural bonus to the Immortal’s Armour
power that lustre continues to grow until he glows Class.
with what mortals call charisma. † Increase attributes: The Immortal may increase
his Dexterity and Charisma while transformed at
When the Immortal first receives this gift he gains a the rate of +1 per bonus point.
+2 bonus to all Charisma-based skills. Furthermore † Increase flight speed: Each bonus point adds
all Charisma-based skills become class skills for the +5 foot to the Immortal’s flight speed while
character when he advances in any mortal class. transformed.
† Increase fire damage: For three bonus points the
As the Immortal channels his Aura into this gift he Immortal may add +1d6 to his base fire damage.
may allocate the bonus points as bonuses to specific † Transform items: Each item the Immortal wishes
Charisma-based skills on a one for one basis. There to retain access to in his transformed state costs
is no upper limit to the bonus an Immortal may apply one bonus point. Weapons transformed in this
to a single skill. This bonus stacks with the generic way deal +2d6 fire damage.
+2 bonus granted by the gift’s base function.
Voice of the Stranger
Voice of the Flame Attribute Gift
Attribute Gift Associated Power: Magic
Associated Power: Fire Domain Forbidden Power: Knowledge
Forbidden Power: Water Domain Base Bonus: Gain a +2 bonus to Wis-based skills
Base Bonus: Gain the ability to transform into a fire
elemental-like form Description: By drinking deeply of primal magic
the Immortal gains insights into the mysteries of
Description: The lords of fire rarely turn over the universe that do not obey rational rules. He
command of elemental fire to their servants. sees how things fit together and how paradox drives
Instead, they grant their Immortal servants the ability the world forward towards an unimaginable future.
transform their mortal flesh into pure flame. In this This insight frees the Immortal’s mind from the
state the Immortal can slowly learn to use elemental boundaries imposed by mortal thought patterns,
fire without accidentally destroying everything in the
universe. When the Immortal first receives this gift he gains a
+2 bonus to all Wisdom-based skills. Furthermore
When the Immortal first gains this gift he develops all Wisdom-based skills become class skills for the
the ability to transform himself into a being of pure character when he advances in any mortal class.
flame. While in this form the Immortal radiates light,
gains the ability to fly with perfect manoeuvrability As the Immortal channels his Aura into this gift he
at the rate of ten feet per round and does 2d6 fire may allocate the bonus points as bonuses to specific
damage with an unarmed attack. Targets grappling Wisdom-based skills on a one for one basis. There
with him take 2d6 fire damage per round in addition is no upper limit to the bonus an Immortal may apply
to any other damage dealt. He does not need to to a single skill. This bonus stacks with the generic
breathe, eat or sleep. All items the character carries +2 bonus granted by the gift’s base function.
(excluding his artefact gifts) disappear when he
transforms. Wave Walker
Attribute Gift
Transforming is a free action that does not provoke Associated Power: Water Domain
an attack of opportunity. Forbidden Power: Fire Domain
Base Bonus: Gain the ability to transform into a
As the Immortal gains power he may strengthen this water elemental-like form
gift with his Aura. He may spend bonus points in the
following areas: Description: The lords of water do not trust their
† Gain fire-subtype: For the cost of five bonus
163
GIFTS
servants with dominion over elemental water. ways. A host of spirits (called numina) can form an
Instead they grant their faithful servants the army capable of overwhelming even the grandest of
ability to transform themselves into watery forms mortal empires.
approximating those of other water spirits. In this
form the servants can learn the secrets of elemental Each numen gift allows the Immortal to call up a
water without threatening to throw the world out of single servant. This servant, specified when the
balance. Immortal selects the gift, uses his powers at the
Immortal’s behest. Why the servant accepts the
When the Immortal first gains this gift he develops Immortals orders varies from situation to situation.
the ability to transform into a being of pure water. In some cases both the servant and the Immortal
While in this form the Immortal gains a swim serve the same lord; in others the servant wants
movement rate of 90 feet per round. He gains a +2 something the Immortal possesses and serves in the
bonus to his Strength and Constitution and he also hope of receiving it.
gains a +2 natural bonus to his Armour Class. So
long as the Immortal remains in water elemental
form he does not need to breathe, eat or sleep. Items
Numen: Channel and Infuse
An Immortal may use his Channel and Infuse skills
the Immortal carries vanish when he transforms.
to increase the strength of spirits he summons.
The Immortal does 2d6 bludgeoning damage with
He uses the Channel skill to strengthen spirits he
an unarmed attack.
summons into his own body. Conversely, he uses
the Infuse skill to strengthen the spirits he calls for
As the Immortal gains in power he may invest his
work in the mortal realm.
Aura to strengthen this gift. He may allocate the
Channel: When an Immortal calls a spirit into his
resulting bonus points into the following areas:
body he may feed it power from his Immortal Aura.
† Increase natural armour: Each bonus point adds
Each Aura point the Immortal feeds the spirit grants
a +1 natural bonus to the Immortal’s Armour
the spirit +1 class level in the class of the Immortal’s
Class.
† Increase attributes: The Immortal may increase Numen Gift Results for Channel and Infuse
his Strength and Constitution while transformed Skill Check Channel Infuse
at the rate of +1 per bonus point. Result
† Increase flight speed: Each bonus point adds
0-9 Failure Failure
+5 feet to the Immortal’s swim speed while
10-20 Max 2 Aura Max 4 Aura
transformed.
† Increase slam damage: For three bonus points the 21-30 Max 4 Aura Max 8 Aura
Immortal may add +d6 to his base bludgeoning 31-40 Max 6 Aura Max 12 Aura
damage. 41+ Max 8 Aura Max 16 Aura
† Transform items: Each item the Immortal wishes
to retain access to in his transformed state costs choice. Alternately the spirit may increase by +2
one bonus point. Weapons transformed in this HD, with all corresponding gains and side effects.
way deal +2d6 bludgeoning damage. The Aura points may also purchase powers for the
spirit based on its numen duty.
164
GIFTS
A century or so later, adventurers from a minor human town accidentally stumble into the lich’s lair. After
disposing of the pesky mortals, Sebastian decides to remind the locals why they should leave him alone. He
invokes his Call Evil Undead Archon gift, choosing the Marshal command.
When he invokes his gift he makes a skill check using his total Infuse bonus of +16. The check result of 32
allows him to allocate up to 16 Aura in addition to the base amount required to summon the archon.
After some thought Sebastian calls a dread wraith (CR 11) to his service. This causes him to invest 11 Aura.
The dread wraith can command up to 33 CR of creatures, none of which may have a CR over 5. This allows
the dread wraith to command up to six additional wraiths.
Sebastian decides to invest a bit of additional Aura just to get his point across. He gives the dread wraith five
levels of sorcerer and a +15 bonus to the total CR of his legion. This allows the dread wraith to command a
satisfyingly symbolic nine wraiths.
The total investment required to activate this gift comes to 17 Aura. Sebastian’s player makes the following
notation under his Call Evil Undead Archon gift:
Dread Wraith: 16 Aura, 5 levels of sorcerer and +15 CR to legion, marshal a host to kill every firstborn male
in Hartridge.
When the dread wraith finishes its task it returns to Sebastian then departs to the netherworld from which it
originally came.
Alternately the spirit may increase its Hit Dice by makes it serve.
+2. This increase carries with it all of the normal
gains and side effects. The infused Aura points As a rule of thumb numen gifts associated with
may also purchase powers for the spirit based on its covenants tend to call numen to service due to the
numen duty. Immortal’s influence or authority. Conversely,
numen gifts associated with taps call numen to
service thanks to the Immortal’s power or because
Why do Numen Serve? the Immortal holds something the numen desires.
Each numen serves the Immortal for its own reasons.
These reasons may make sense to the mortal mind.
Alternately they may stem from desires only Recording Numen Gifts
comprehensible to beings with an utterly alien When an Immortal selects a numen gift he chooses
mindset. a specific type, subtype and alignment for the type
of spirits he wishes to summon. He also selects a
Despite the complexity associated with why numen specific duty this numen will perform.
serve, their reasons generally fall into one of four
categories: the immortal has the power to command These selections result in a completed gift recorded
them, he is given the authority to do so by a higher in the following format:
power, he has influence over the spirit for some
reason or the Immortal possesses something the Call Alignment, Type, Subtype Duty
numen desires. In each of these cases the numen Numen Gift
serves only so long as the Immortal retains whatever
The available types are animal and magical beast,
165
GIFTS
elemental, fey, incorporeal undead, outsider or plant. powers associated with its duty and all of the Aura
If the type has a subtype the Immortal must specify the Immortal invested in it.
one of the subtypes for summoning. If the Immortal
chooses the elemental subtype he must specify one Summoning a numen counts as using a spell-like
of the four physical elements (air, earth, fire or ability. Once called the numen can be banished or
water). destroyed. A numen channelled into the Immortal’s
body may be banished but only suffers damage from
When the Immortal activates this gift he summons attacks if the Immortal himself first dies.
the spirit to his side. He may then either infuse the
spirit with his Aura or channel it into his body. This The Immortal may use a single numen gift to
results in the following entry: summon multiple numen. He may continue to do so
until he runs out of Aura to invest.
Spirit Name: Invocation cost, Aura invested;
enhancements; task assigned
Names of the Numen
At the Games Master’s option the Immortal may
Using Numen Gifts receive the services of a specific numen rather than
When the Immortal invokes a numen gift he the ability to call up a random spirit to perform
summons a spirit of the type selected to fulfil the assigned duties. In this case the Games Master gives
duties described. Each time he invokes the gift the the spirit a name and unique personality. If the spirit
Immortal must spend a number of Aura points equal dies or is imprisoned the Immortal will have to seek
to the CR of the spirit summoned. This invocation out (through a challenge) another spirit to answer
cost pays for a base version of the creature as his call.
described in Core Rulebook III. The cost is the
‘minimum Aura threshold’ required to maintain this If the Games Master uses this option the Immortal
application of the gift. can only use each numen gift once. If he wishes to
change a numen’s orders he may do so by using the
Once summoned the Immortal must choose one task Channel or Infuse skill to lower the gift below its
from either the Channel or Infuse list associated with minimum Aura threshold, thereby terminating it.
the numen’s duty. This spirit will execute that task to
the best of its ability. The Immortal may choose to
channel or infuse additional Aura into the numen to
Duties of the Numen
When the Immortal gains a numen gift he must
assist it if he wishes to do so.
select one of the following duties he can call on a
spirit to fulfil. All the spirits he calls with the gift
If the Immortal summons the numen for a ‘closed’
will fulfil the same duty though he may issue a
task (e.g. carry a person or destroy a village) then the
different command to each summoned spirit.
numen returns home after completing the task. If he
calls the numen for an ‘open’ task (e.g. defend this
Numen gifts can call a spirit to one of duties from
site or possess a particular target) the spirit remains
the table below.
until dismissed.
Advisor
Dismissing a numen is a standard action that does A numen assuming the advisor’s duties places its
not provoke an attack of opportunity. In order to knowledge and intelligence at its master’s disposal.
receive the dismissal the numen must stand within It will assist the Immortal to the best of its ability
line of sight and possess the
ability to communicate with Numen Duties
the Immortal. Duty Description
Advisor Spirit assists with information, problem solving and skills
When the numen completes its
Archon Spirit marshals lesser spirits to battle in the Immortal’s name
task or the Immortal dismisses
it the Immortal regains access Champion Spirit fights for the Immortal using all of its abilities
to the invested Aura. If the Companion Spirit performs general duties for the Immortal
Immortal dies before the Seneschal Spirit commands lesser spirits to aid the Immortal and his allies
numen completes its task the Sentinel Spirit protects an area or person when commanded to do so
numen permanently gains the
166
GIFTS
A numen mentor does not use his feats or directly Infuse Command: Ally, Marshal
intervene in any way. He is subject to attack if Ally: The Immortal commands the archon to muster
detected. his legion and move to aid a particular person
or nation against a specific threat. He stands by
Grants: When an Immortal summons an advisor he the target’s side until the specified danger passes.
may invest his Aura (up to the maximum additional The archon commands his legion to use the most
investment allowed) to increase the advisor’s abilities expedient means necessary to terminate the danger,
in the following ways: even taking the battle to the foe if necessary. When
† Increase HD: For the cost of one Aura the commanded to play the ally role, the archon will
Immortal can increase the creature’s HD by +2. engage in personal combat only to protect the person
† Grant class level: For the cost of one Aura the or the leader of the nation he was commanded to
Immortal can add a class level of his choice to the protect.
summoned spirit. He may do this to spirits not
167
GIFTS
Marshal: The Immortal commands the archon to rate, one special attack or one special quality. The
marshal his forces to assault a specific objective. Immortal may select what he wishes to share with
The archon may use whatever means he feels his throne each round.
necessary to destroy the target. He does not engage
in the assault personally unless the target attacks him A throne defends the Immortal until banished or
directly. The archon lays down his duty when the dismissed.
target falls.
Infuse Command: Defender
Grants: When an Immortal summons an advisor he Defender A champion commanded to take the role
may invest his Aura (up to the maximum additional of defender stands at the Immortal’s left hand. From
investment allowed) to increase the advisor’s abilities this privileged place he strides forward to protect the
in the following ways: Immortal from any danger. The defender does not
† Increase HD: For the cost of one Aura the typically wait for the Immortal’s command before
Immortal can increase the creature’s HD by +2. he acts. Instead, he assesses threats and sets about
† Increase legion size: For the cost of one Aura the removing them with the greatest possible prejudice.
Immortal can increase his archon’s legion by +15 A defender lays down his duty when the Immortal
CR. dies or dismisses him.
† Grant class level: For the cost of one Aura the
Immortal can add a class level of his choice to the Grants: When an Immortal summons an advisor he
summoned spirit. He may do this to spirits not may invest his Aura (up to the maximum additional
ordinarily capable of gaining class levels. investment allowed) to increase the advisor’s abilities
† Increase maximum CR: For the cost of one Aura in the following ways:
the Immortal can increase his archon’s legion’s † Grant ability bonus: For the cost of one Aura
maximum single creature CR by +1. the Immortal can increase one of the champion’s
attributes by +2.
Champion † Grant armour or weapon bonuses: For a cost
A numen champion stands ready to throw himself equal to the total bonus equivalent (or one per
between the Immortal and anything that might 10,000 gp cost) the Immortal can grant the spirit
bring him harm. He may do this by channelling an armour or weapon ability.
his strength and knowledge through the Immortal † Grant bonus feat: For the cost of one Aura the
or by physically manifesting a body to take the Immortal can grant the champion a bonus feat.
fight forward. Numen champions tend to develop † Grant class level: For the cost of one Aura the
relatively paranoid personalities if forced to serve for Immortal can add a class level of his choice to the
any length of time. summoned spirit. He may do this to spirits not
ordinarily capable of gaining class levels.
Channel Command: Throne † Grant the power to share additional abilities: For
Throne: A champion commanded into the role of the cost of two Aura the Immortal can grant his
a throne inhabits the Immortal’s physical shell. It throne the ability to share one extra ability each
monitors the environment using all of its senses and round.
abilities. When danger threatens, the champion and † Increase HD: For the cost of one Aura the
the throne both roll initiative; the Immortal may Immortal can increase the creature’s HD by +2.
select the higher of the two results. Whenever the
Immortal must make a Listen, Search or Spot check Companion
the Games Master makes a similar check for the A numen companion acts as the Immortal’s loyal
throne as well. If the Immortal fails but the throne retainer. It acts in the Immortal’s best interest but
succeeds, the throne shares his success with his may flee if asked to lay down its existence on the
master. Immortal’s behalf. The numen acts in all ways as
a normal spirit of its type and is subject to the same
In addition to these bonuses the throne may share rules as other spirits.
one of the following with its master each round:
base attack bonus, deflection or natural AC bonus, A numen companion does not replace the cohort
one attack, one physical attribute, one movement granted by the Leadership Feat.
168
GIFTS
Shadow: When an Immortal commands his A seneschal serves until destroyed or dismissed.
companion to act as his shadow it sinks into his shell.
From within it can use all of its skill and special Channel Commands: Body Servant
attacks or qualities, but cannot take physical actions. Body Servant: When an Immortal commands his
It rolls Initiative in combat and acts on its own turn. seneschal to act as a body servant he surrounds
When engaged in daily activities the Immortal may himself with minor spirits who will happily carry
command his shadow as a free action, effectively out various mundane tasks. He can command these
allowing him to take one action using the shadow’s spirits to do anything from carrying his bathrobe to
skills, special attacks or special qualities and one delivering a message on another plane. The servants
using his normal abilities each round. will act to carry out the Immortal’s orders to the best
of their ability, although particularly foolish spirits
A shadow serves until the Immortal dies or dismisses need very careful instruction indeed.
it from service.
Infuse Commands: Caretaker
Infuse Commands: Cohort Caretaker: When an Immortal commands his
Cohort: When an Immortal commands his seneschal to become the caretaker of a place the
companion to act as his cohort it assumes physical seneschal sets up housekeeping in the target location.
form. It will assist him in any way it can, although it The seneschal will use his lackeys to build whatever
will wait for orders before taking action. structures the Immortal commands, maintain the
structures that currently exist and create a thriving
A cohort serves until the Immortal dies or dismisses manor for its lord.
it from service.
Grants: When an Immortal summons an advisor he
Grants: When an Immortal summons an advisor he may invest his Aura (up to the maximum additional
may invest his Aura (up to the maximum additional investment allowed) to increase the advisor’s abilities
investment allowed) to increase the advisor’s abilities in the following ways:
in the following ways: † Grant additional lackeys: For the cost of one Aura
† Increase HD: For the cost of one Aura the the Immortal can increase the total CR of lackeys
Immortal can increase the creature’s HD by +2. the seneschal can control by the seneschal’s CR.
† Grant class level: For the cost of one Aura the † Grant class level: For the cost of one Aura the
Immortal can add a class level of his choice to the Immortal can add a class level of his choice to the
summoned spirit. He may do this to spirits not summoned spirit. He may do this to spirits not
ordinarily capable of gaining class levels. ordinarily capable of gaining class levels.
† Increase HD: For the cost of one Aura the
Seneschal Immortal can increase the creature’s HD by +2.
A numen seneschal assumes responsibility for the † Increase lackey CR: For the cost of one Aura the
myriad mundane tasks that occupy a household, Immortal can increase the maximum CR of the
fastness or kingdom. It carries out these duties lackeys by +1.
with loyalty and speed far beyond the capabilities of
mortal servants. Sentinel
A numen sentinel stands guard over a person, place,
Each seneschal commands a group of lackeys: minor thing or concept. It uses its powers to defend its
spirits possessing various highly important but target while simultaneously sending a message to
mundane skills required for household maintenance. the master warning of danger. Numen sentinels
He commands a force with a total CR equal to his will do whatever they must to prevent harm from
own, with a maximum CR no higher than 2. These visiting their charge, sometimes taking this defence
servants will not fight but will clean up the mess after to extents undreamed of by mortal minds.
the Immortal deals with any unwanted visitors.
A sentinel serves until destroyed or dismissed.
If the lackeys lose members for whatever reason the
seneschal can replace the entire staff in less than one Channel Commands: Anima
hour. Anima: When an Immortal commands his sentinel to
act as an anima he binds it to both a specific person,
place or thing and to his own spirit. The sentinel
169
GIFTS
can see the bound target as though he were standing time a being speaks the Immortal’s name.
beside it. On command the sentinel will report on † Grant bond: For the cost of one Aura the Immortal
the target’s condition. In the event the target comes can bond the sentinel to an additional person,
into danger it will interrupt the Immortal to inform place or object.
him of the problem. † Grant class level: For the cost of one Aura the
Immortal can add a class level of his choice to the
Anything near may detect the anima’s attention summoned spirit. He may do this to spirits not
using the normal means (magical or mundane) for ordinarily capable of gaining class levels.
detecting various forms of scrying. † Increase HD: For the cost of one Aura the
Immortal can increase the creature’s HD by +2.
An anima serves until dismissed or destroyed.
170
GIFTS
Powers
Many Immortals content themselves with baubles, power he can unleash. The Channel check result
personal changes and servile creatures dedicated to determines how effectively the Immortal contains
inflating their egos. These trivial abilities awe the the power; the higher the result, the more points he
masses and keep those of little imagination amused can add to the effect per Aura point.
for countless centuries. Others, either more intrepid
or less cautious, boldly seize the reigns of power left Infuse: When an Immortal unlocks one of the
unattended by the gods. They master the words used elemental or mythic powers and unleashes it into an
to unchain elemental wind, the evocations required area he uses this skill to manipulate the raw power
to call forth mythic evil or the careful measures with his Aura. The more effectively he uses his
171
GIFTS
Aura the more raw power he can control. The Infuse The shadow works against the Immortal and his
check result determines how much power (in dice) interests. It advances normally as a mortal character
the Immortal releases and successfully controls. The but cannot take challenges to progress along the path
Immortal may allocate the dice as indicated in the to immortality. Instead, each time the Immortal fails
power’s description. three Will saves the shadow gains a victory. Every
fourth victory gained counts as a great challenge,
pushing the shadow up an apotheosis step. If left
Created Items Bonus Point unchecked the shadow will eventually progress
Costs to the point where it has as many victories as the
When an Immortal uses a power gift to create an item Immortal.
using the channel skill he uses the following table to
convert armour or weapon ability bonus equivalence The Immortal suffers no consequences if his shadow
to the cost in bonus points he must pay to invest an dies. Conversely, if the Immortal dies his shadow
item with that power. gains the ability to take challenges. Many shadows,
realising this, make it their life goal to see their
Shadows on the Wall creator’s death.
When an Immortal unleashes primal power he runs
the risk of accidentally altering the fundamental Once an Immortal’s shadow reaches the same
number of victories the Immortal possesses, the
Created Item Bonus Point Costs cycle starts over again with a new shadow.
Magic Item Bonus Gold Cost Bonus Point
Bonus Cost
+1 20,000 1
Recording Power Gifts
An Immortal records his power gifts using the
+2 40,000 3
following format:
+3 60,000 6
+4 80,000 10 Power Gift Name
+5 100,000 15 Power Gift
Created Effect (target or location): Aura investment,
balance of reality. The gods locked the raw powers effect
away for a reason – playing with them for personal
gain can result in the destruction of everything in An active entry on an Immortal’s character sheet
existence. Of course, that sobering truth does not might read as follows:
stop the gods from breaking their own rules, nor does
it prevent mortals from doing as they wish. Mastery of Mythic Law
Power Gift
Each time an Immortal withdraws his Aura from an Law’s Guiding Hand (Avia the Lewd): 1 Aura, Avia
effect generated using a power gift he must make a must make a Will save (DC 25) to perform a non-
Will saving throw with a DC equal to the maximum lawful act
number of Aura points used to power the effect. If he
fails he creates a minor shadow. This minor shadow
flits through his dreams, mocking him with his own The Ten Powers
voice and desires. Most Immortals wield no more than one or two of
the so-called ’Ten Powers’. Each power places into
When the Immortal fails this Will save three times the Immortal’s hands one of the primary tools used
he creates a ‘shadow’. This shadow is a 1st level to create the world. They take centuries to master
character with one Aura and the last power gift the and millennia to understand. The Ten Powers are
Immortal failed his Will save on. The shadow has listed on the table on page 173.
all of the Immortal’s memories and shares many of
the same physical features. The shadow assumes the Mastery of Mythic Chaos
Immortal’s alignment. It is driven by an undying Scholars debate whether the power of mythic chaos
hatred of the Immortal even though it shares his exists simply as a force in the world or as a conscious
goals and worldview. entity capable of making informed decisions. As
172
GIFTS
Powers
Name Effect
Mastery of Mythic Chaos Bring chaos into an area thereby causing catastrophic change
Dominion over Elemental Earth Tip the balance towards elemental earth causing the world to become brittle and
heavy
Mastery of Mythic Evil Bring evil into an area thereby accentuating the fear, misery and despair
inherent in the mortal condition
Dominion over Elemental Fire Unleash the pure flame that consumes the bonds holding the world in balance
Mastery of Mythic Good Bring good into an area thereby accentuating the hope, love and courage
inherent in the mortal condition
Mastery of Mythic Law Bring law into the area thereby accentuating the need for and strength of
stability.
Dominion over Elemental Unleash the power of endings and silence into the world
Negative Energy
Dominion over Elemental Cause the strength that animates all life to flow freely within an area or person
Positive Energy
Dominion over Elemental Water Tip the balance towards elemental water causing the world to become without
stable form
Dominion over Elemental Wind Unchain the primal wind, thereby allowing it to lift the whole world into motion
with all the mythic powers the truth probably lies
somewhere between the two extremes. Mythic Objects created through the use of this power do
chaos is an idea given form and power during the not have hit points or hardness. They cannot suffer
world’s creation; as such it is both an unthinking damage from any known physical or magical attack.
force and a being capable of some level of reason. However, they are subject to the same rules for
Whether mortals could understand that reasoning dispelling that govern all Immortal gifts.
or bargain with it remains a mystery even to those
Immortals who tap into its powers. Channel: When an Immortal channels mythic chaos
through his body he can shape it with his Aura into
When an Immortal receives mastery of mythic chaos various objects for personal use. For a cost of one
he learns to bring raw chaos into the world. He can, Aura the Immortal can create any suit of armour,
to some extent, shape this chaos so that it does his piece of personal equipment or weapon his mind
bidding. However, chaos always proves itself an can imagine. If he creates a weapon that uses
unreliable servant; it will slip free of the bonds ammunition (e.g. a bow or sling) the weapon creates
placed on it at the first opportunity. what it needs as it is used.
To mortal eyes raw chaos looks like flaring rainbow When the Immortal invests additional Aura points
light. A mortal who looks deeply into the light into the equipment he creates he can grant it powers
will see shapes and random patterns coalesce then from the armour and weapon’s abilities table by
vanish. Many mortals claim to see both the past and doubling the cost presented in the chart above. He
the future in such light but in truth these shapes and may grant the items any ability from an appropriate
patterns contain no meaning but what mortals put table, subject to the limitations stated within those
into them. abilities. Unlike the other forces, chaos can turn
against itself and can mimic the power of the six
An Immortal with this mastery can use it to perform elements and the three other mythic powers.
the following three acts: create a moment in time,
invoke the rainbow lights or reveal the shape of Objects made using this ability cannot be traded to
things to come. other characters.
A Moment in Time: When an Immortal creates a Infuse: When an Immortal uses his Aura to carve
moment in time he freezes raw chaos into whatever out a moment in time from a large field of chaos
form it currently holds. The resulting object has the
properties of raw chaos, shaped ever so slightly by
the Immortal’s will and intention.
173
GIFTS
Each die expended can increase the radius of the An Immortal with mastery of mythic chaos can call
effect by five feet, add +5 to the DC to move the this light into the world. The light neither illuminates
object/push through the field or add +1d6 damage nor casts shadows; it exists wholly in and of itself. It
done to those who pass through the field. is a metaphor, a thought and an illusion created by
mortal minds to encompass something wholly alien
The Immortal can create this effect within line of to their own existence.
sight or up to a range of 400 feet, whichever is less.
If he uses the field/object as an attack against a target The Immortal can use this power in one of two
(or group of targets) he must make a ranged touch ways:
attack to properly target the effect.
Channel: The Immortal binds the light of chaos
Targets caught within the area of effect or who walk around himself. Doing this costs one Aura. This
into it must make a Reflex save (DC 10 + Immortal’s light gives him a +1 deflection bonus to his armour
Charisma modifier + Immortal’s total number of class and a +1 resistance bonus to his saves. It
victories) to take half damage. Chaotic creatures also grants him SR 15 against lawful spells. The
who make the Reflex save take no damage. Targets Immortal may spend bonus points on a one for one
caught within an object must make a Strength check basis to increase any of these bonuses.
with the appropriate DC in order to move through/
out of it. Infuse: The Immortal unleashes chaos’ light into the
area around him. This light fills a five-foot square
Objects formed with this power are only ‘solid’ if that must be within 30 feet of the Immortal’s current
they require a Strength check with a DC over 20 to position. If a creature is within the target area
move. the Immortal must make a ranged touch attack to
properly place the light.
Invoke the Rainbow Lights
Raw chaos appears to the mortal eye as blazing light A creature or object caught within the light must
of indescribable, shifting colours. Anyone staring make a Will save (DC 10 + the Immortal’s Cha
into the light for too long will see visions of heaven modifier + the Immortal’s total number of victories)
and hell conjured entirely from his own mind. or be subject to a random shape change. When
the target leaves the area of effect it reverts to its
174
GIFTS
Infuse: When an Immortal infuses the shape of Place the Weight of the Mountains
things to come he may either target a number of Earth and stone represent the simplest physical
people within line of sight equal to the total number manifestation of elemental earth. In truth almost
of dice he has available or establish a field of change all objects within the universe contain a measure of
around himself with a radius equal to five-feet for this potent substance. It gives them both weight and
each die expended. rigidity, allowing them to both grow tall and to be
broken down.
Characters targeted by or in the area affected by
this power may not make a saving throw to avoid it. Channel: When an Immortal channels pure
When they wish to take an action they must make elemental earth into his own body he can use it
a Will save (DC 10 + the Immortal’s Charisma to either grant himself temporary hit points or to
modifier + the Immortal’s total number of victories). increase his effective Strength when resisting bull
If they fail they must act as though they had a chaotic rushes or other attempts to move him from his feet.
alignment, regardless of their true alignment. By spending one Aura he gains 1d8 temporary hit
points and a +1 bonus to his Strength for purposes of
Creatures infected with the shape of things to come resisting bull rushes.
count as chaotic outsiders for the purpose of items
damaging chaotic creatures and the detect chaos An Immortal may invest his Aura to increase either
spell. his temporary hit point bonus or his Strength
modifier on a one for one ratio.
This effect ends when the target character makes a
number of Will saves equal to the total number of Infuse: When an Immortal calls pure elemental
dice purchased by the Immortal. If this power inflicts earth into an area he can cause all objects within a
its effect on everyone within an area a creature that five-foot radius to either gain or lose one point of
leaves the area escapes the effect. hardness for a cost of one Aura. Objects held or
worn by an intelligent creature can make a Fortitude
175
GIFTS
176
GIFTS
177
GIFTS
action, make a new Channel check and invest the energy resistance.
appropriate amount of Aura to instantly recreate it.
The Immortal can increase this damage by investing
Objects created in this fashion can be traded to other Aura and making an Infuse check.
characters.
Unlike most power uses this one has an instant
Infuse: When an Immortal infuses mythic evil into duration.
the air he can concentrate it into various physical
objects. This uses the same rules as the Channel Corrupt Like Ink in Water: The power of evil is
power described above, substituting dice for bonus as insidious as it is subtle. In fact, mortals often find
points. However, the Immortal can give these they cannot take an action that does not, in one way
objects to other characters. or another, strengthen mythic evil. This truth makes
evil difficult to fight. Wherever the crusader turns he
Any good aligned character holding one of these finds it lurking in the shadows. It also drives some
objects immediately gains one negative level. Any great men to madness, a state in which they easily
character holding the object must make a Will save fall into evil’s service.
(DC 10 + the Immortal’s Cha modifier) or become
evilly aligned while it remains in his possession. Channel: When an Immortal channels evil into the
air around him it creates a mantle of evil held in
Command to Bear Bitter Fruit: There is evil place by his Aura. Doing this costs one Aura. This
in mortal’s hearts, evil the likes of which would light gives him a +1 deflection bonus to his armour
make even the most demented demon think twice. class and a +1 resistance bonus to his saves. It also
When an Immortal commands that evil to bear grants him SR 15 against good spells. The Immortal
bitter fruit, even the strongest, purest of mortal men may spend bonus points on a one for one basis to
must struggle to resist the siren’s call. Evil’s path increase any of these bonuses.
is simple, easy and seductive; one need only stretch
forth one’s hand to take what one needs in order to Infuse: The Immortal unleashes evil into the area
fall onto it. around him. This light fills a five-foot square that
must be within 30 feet of the Immortal’s current
Channel: When the Immortal commands his own position. If a creature is within the target area
heart to bear bitter fruit he fans the flames of evil the Immortal must make a ranged touch attack to
within himself. As he infuses his fear and greed properly place the light.
with supernatural power he becomes both more
charismatic and less trustworthy. By spending one Characters targeted by, or in the area affected by,
point of Aura he gathers up enough evil to grant this power may not make a saving throw to avoid it.
himself a +1 bonus to any skill check or attack roll When they wish to take an action they must make
targeting a good creature. a Will save (DC 10 + the Immortal’s Charisma
modifier + the Immortal’s total number of victories).
When the Immortal channels additional Aura into If they fail they must act as though they had an evil
this ability he may spend the bonus points to affect alignment, regardless of their true alignment.
either his bonus to skill checks or his attack roll.
Creatures infected by corrupt like ink in water count
Infuse: When the Immortal commands others’ hearts as evil outsiders for the purpose of items damaging
to bear bitter fruit he shows them the evil in their evil creatures and the detect evil spell.
own souls. Good creatures who face this power
often will themselves to death rather than accept the This effect ends when the target character makes a
truth shown to them. number of Will saves equal to the total number of
dice purchased by the Immortal. If this power inflicts
The Immortal may target one good creature within its effect on everyone within an area a creature that
line of sight with this ability. He must make a ranged leaves the area escapes the effect.
touch attack. If he succeeds he spends one Aura and
the target must make a Will save. If the target fails it Dominion over Elemental Fire
takes 1d8 damage, ignoring all damage reduction or When the gods wove the world they knew they
would need some mechanism to both rectify their
178
GIFTS
mistakes and to allow for future growth. To that thundering, undead controlling, unholy or wild.
end they created elemental fire, the racing force of
transformation and destruction that can unbind the These items have one hardness and one hit point.
other five elements. They bound a bit of fire into The Immortal can share these items with others, but
everything they made, so that it could respond to any character holding the object will take 1d8 fire
both the call of positive energy and the restful touch damage each round.
of negative power.
Infuse: The Immortal can channel pure elemental
In its raw form elemental fire resembles the flame fire into an area. By spending one Aura the Immortal
mortals commonly encounter in their hearths and may target one empty five-foot square within line
forges. The primary visible difference between of sight. That square erupts into flame capable of
these tame flames and elemental fire rests in their dealing 1d8 fire damage on anyone passing through
colours. Mortal flames generally draw their colour it. If the Immortal wishes to target an occupied
from whatever sustains them. Elemental fire burns square he must make a ranged touch attack. The
with a thousand colours, most of them with no square’s occupant may make a Reflex save (DC 10 +
names in mortal languages. Mortals sometimes the Immortal’s Charisma modifier + the Immortal’s
collectively call these colours ‘clear’ or ‘colourless’ total number of victories) to take half damage.
but that just reveals both their lack of imagination
and their inability to describe the truth. When an Immortal makes an Infuse check he may
gain additional dice to use with this power. Each
When an Immortal gains dominion over elemental die either increases the radius of the effect by ten
fire he tries to bind the tool of both transformation feet or increases the damage done by 1d8. When the
and destruction to his will. This is at best a tricky Immortal targets an area with this ability he does not
business. At worst the elemental fire will rage out of have to make a ranged touch attack to affect targets
the Immortal’s control, casting shadows capable of within the effect’s radius.
destroying the entire world.
Cool with Silver Flames: Elemental fire does not
When an Immortal uses his dominion over elemental always rage out of control. The gods built into it
fire he may use it to create one of the following words and charms capable of soothing it to more
effects: bind with words like cobwebs, unleash complex uses, although getting it to listen to these
flame’s red wrath or cool with silver flames. bonds requires considerable acts of will. Nor will
fire listen for long; almost as soon as it hits a quiet
Bind with Words like Cobwebs: In order to gain moment the elemental flames will surge back into
dominion over elemental fire the Immortal must first frenzied life.
learn the charms and words of power used by the
gods to bind fire in the first place. By using these Channel: When an Immortal binds cool flame into a
charms the Immortal can create an aura of flame or mantle around him he appears to be surrounded by an
forge items out of pure fire. aura of silver flames. For the cost of one Aura these
flames dance lazily around the character, consuming
Channel: The Immortal can cause objects of flame anything that attempts to come into contact with
to erupt out of his skin. For a cost of one Aura the him. Any creature making a melee attack or coming
Immortal can create any suit of armour, piece of into direct physical contact with the character in a
personal equipment or weapon his mind can imagine. grapple takes 1d8 fire damage in addition to his
If he creates a weapon that uses ammunition (e.g. a normal damage. Furthermore, the Immortal gains a
bow or sling) the weapon creates what it needs as it +2 bonus to his Escape Artist checks.
is used.
When an Immortal invests his Aura he may add the
When the Immortal invests additional Aura into bonus points either to the skill bonus or to the fire
weapons or armour he may grant these items damage dealt by the Aura.
appropriate abilities using the costs presented in the
chart above. The Immortal cannot add any version Infuse: An Immortal can use momentarily quieted
of the following abilities: anarchic, axiomatic, shock, flames to create strikingly detailed illusions. By
shocking burst, silent moves, speed, throwing, spending one Aura the Immortal can effectively cast
179
GIFTS
180
GIFTS
181
GIFTS
number of dice allocated to this effect. When it structure inherent in the universe but cannot imagine
reaches zero the field vanishes. this order represents more than just evidence of
the great gear-maker’s intent. That the gods might
This field does not move with the Immortal. have accidentally imbued the world’s structure
with volition of its own, backed by an awareness
Light Hope’s Shining Beacon: When an Immortal encompassing everything that is, was or ever could
master of mythic good reaches into the hearts of be simply eludes them. Yet, regardless of their desire
mortals or Immortals to inspire the good he finds for their views to shape the world, this force not only
there, it is said that he ‘lights hope’s shining beacon’ exists; it thrives.
in the target’s soul. This light infuses the target,
driving him to do good even if he does not know When an Immortal receives mastery of mythic law
why. he gains the ability to magnify law’s power to such
a magnitude even the most myopic of scholars must
Channel: When an Immortal channels goodness into admit its existence. This is the same power that
the air around him it creates a mantle of good held in holds events to their proper course and maintains
place by his Aura. Doing this costs one Aura. This the order of the heavens. With it, an Immortal can
light gives him a +1 deflection bonus to his armour set aright all things that have gone awry through any
class and a +1 resistance bonus to his saves. It also random happenstance.
grants him SR 15 against evil spells. The Immortal
may spend bonus points on a one for one basis to Mortal eyes see mythic law as a trembling in the
increase any of these bonuses. air not unlike a very faint, perfectly faceted crystal.
They feel it as a cool steady breeze on their skin and
Infuse: An Immortal with this power may target a tingling in their bones telling them which way to
either a specific person within line of sight or go and what to do. Those who resist it sense its
emanate holy light in a 5-foot radius around himself. oppressive weight all around them, blocking their
In either case activating this ability costs one Aura. motion at every possible turn. Objects formed from
Each additional die invested allows the Immortal to mythic law always have a crystalline appearance, as
target one additional person or increase the radius if their structure boasts such perfect patterning that
by five feet. they cannot help but gleam.
Characters targeted by or in the area affected by Immortals with mastery of mythic law may use it to
this power may not make a saving throw to avoid it. create the following effects: draw a path to the sky,
When they wish to take an action they must make guide with law’s hand and order the seasons.
a Will save (DC 10 + the Immortal’s Charisma
modifier + the Immortal’s total number of victories). Draw a Path to the Sky: When an Immortal exerts
If they fail they must act as though they had a good his mastery over mythic law to draw a path to the
alignment, regardless of their true alignment. sky he uses pure law to build patterns capable of
containing magic and energy. Once the Immortal
Creatures infected with the shape of things to come traps a force within this pattern he can unleash it at
count as good outsiders for the purpose of items his whim.
damaging good creatures and the detect good spell.
Channel: The Immortal builds a trap of pattern and
This effect ends when the target character makes a power in his heart. When a magical effect or energy
number of Will saves equal to the total number of attack touches that trap it becomes enfolded within
dice purchased by the Immortal. If this power inflicts it. By spending one Aura the Immortal builds a trap
its effect on everyone within an area a creature that capable of absorbing 10 points of energy damage or
leaves the area escapes the effect. 1 level of spells. Each bonus point spent increases
either of these effects on a one to one ratio.
Master of Mythic Law
Of the four mythic powers scholars understand the Once something enters the trap the Immortal may, as
least about mythic law. They can see the order and a free action, release the trapped energy or spell. The
energy becomes a ray touch attack extending up to
182
GIFTS
60 feet away. A spell can be released normally, but If they fail they must act as though they had a lawful
has a caster level equal to the Immortal’s Charisma alignment, regardless of their true alignment.
modifier plus his total number of victories.
Creatures infected by guide with law’s hand count as
Infuse: The Immortal builds a trapping pattern of lawful outsiders for the purpose of items damaging
power in the air. This trap absorbs dice of energy lawful creatures and the detect law spell.
damage or magical spells cast into the area of effect.
The Immortal can then unleash them or draw them This effect ends when the target character makes a
by drawing them into a previously established number of Will saves equal to the total number of
channel use of this power. dice purchased by the Immortal. If this power inflicts
its effect on everyone within an area a creature that
For the cost of one Aura the Immortal creates a field leaves the area escapes the effect.
in a 5-foot square. This field can absorb up to ten
dice of energy attacks or ten levels of spells. Each Order the Seasons: When an Immortal uses this
additional die infused increases the number of dice function of his mastery of mythic law he reaches
of damage or the number of spell levels the field can out into objects and people to reverse the damage
absorb before becoming full. done to them by things that seek to cause unlawful
change. This power resembles the healing magic of
The Immortal can fill his channelled pattern with less powerful creatures, but can reverse the effects of
power from an infused one he created from anywhere nearly anything that occurred in a random or magical
in the universe. Doing this takes a standard action. fashion.
However, the Immortal does not have any way of
knowing what a field contains unless he witnessed Channel: When an Immortal prepares this power
the energy or spell being absorbed. for himself he creates a pool of healing that invokes
when he gets below zero hit points. If the attack
Guide with Law’s Hand: When an Immortal that took the Immortal below zero came from a
tries to guide the world with law’s hand he subtly magical weapon, spell or effect the healing power
strengthens the patterns that keep the world in flows through him. For an investment of one Aura
balance. This reinforcement alters the behaviour of the Immortal creates a healing pool of 10 hit points.
those caught within the area of effect, making it less Every bonus point invested increases this pool at a
likely they will stray from destiny’s narrow path. one to one ratio.
Channel: When an Immortal channels law into the Infuse: When an Immortal gently soothes the tattered
air around him it creates a mantle of law held in place patterns imposed by mythic law that bind mortal
by his Aura. Doing this costs one Aura. This light creature’s life to their bodies he can heal almost
gives him a +1 deflection bonus to his armour class any injury caused by a chaotic creature or a magical
and a +1 resistance bonus to his saves. It also grants spell. The Immortal must touch the target to use this
him SR 15 against chaotic spells. The Immortal may ability. By spending one Aura he heals 1d8 damage
spend bonus points on a one for one basis to increase or one point of attribute damage.
any of these bonuses.
Each bonus die gained from an Infusion check
Infuse: An Immortal with this power may target increases this healing by 1d8 or one point of attribute
either a specific person within line of sight or damage. This power can heal a ‘dead’ body if it is
reinforce law’s pattern in a five-foot radius around applied within one minute. If the body is raised to
himself. In either case activating this ability costs full hit points the creature returns to life. It can also
one Aura. Each additional die invested allows the heal objects, constructs and undead.
Immortal to target one additional person or increase
the radius by five feet. Aura invested in this use of the power remains
invested for 24 hours as it soothes and maintains the
Characters targeted by or in the area affected by patterns in the target creature’s body.
this power may not make a saving throw to avoid it.
When they wish to take an action they must make Dominion over Elemental Negative
a Will save (DC 10 + the Immortal’s Charisma Energy
modifier + the Immortal’s total number of victories). When the gods wove the world they knew they
183
GIFTS
would need a way to bring things back to quiet and effect within line of sight. For a cost of one Aura the
stillness as well as a way to hedge in the other five Immortal removes one die (or four points) from the
elements. To this end they created negative energy, effect. A force effect that does not deal damage is
a shadowy force with which they wove the element’s considered to have a number of dice of effect equal
boundaries. They bound a bit of negative energy to its spell level.
into everything, so that it could eventually come to a
natural and logical end. When the Immortal infuses this effect with
additional Aura he can reduce the target effect by a
In its raw form elemental negative energy looks like corresponding number of dice.
a seething mass of sharp-edged, broken shadows
gathered into a constantly writhing clump. Despite If this effect targets a permanent energy source (i.e. a
its constant motion it radiates a coldness and a kind magical sword) the Immortal must maintain the Aura
of waiting stillness most mortals associate with investment to repress the target’s energy generation
predators like spiders and tigers. Its presence in an abilities. Temporary effects (i.e. a bonfire or fireball
area leaves even the hardiest mortal trembling with spell) lose the affected number of dice as soon as
the certain knowledge he stands close to death’s the Immortal unleashes the effect and dissipate fully
open door. within one round.
When an Immortal gains dominion over negative Invoke the End of All Things: The power of
energy he binds it with his Aura’s strength. He negative energy exists to bring the universe’s end.
hedges it in with his own spirit so that it does not By bringing large amounts of raw negative energy
consume everything it comes into contact with. into contact with the negative energy bound into all
The elemental force will resist this constraint; the things the Immortal can cause terrible damage or
resulting conflict has spelled the end of more than inflict negative levels on living creatures.
one god and Immortal.
Channel: The Immortal channels pure negative
An Immortal exerting his dominion over negative energy through his body in order to end any effect,
energy may use it to grasp with shadows, invoke the magical or mundane, currently affecting him. For
end of all things or speak with the voice of ash and a cost of one Aura he can establish the ability to,
dust. as a free action, negate any one condition, disease
or poison that could potentially cause him harm
Grasp with Shadows: This is the simplest of the excluding ability drain. When the Immortal
uses of negative energy, simply infusing an object channels additional Aura into this effect he gains an
or area with it and allowing it to run rampant. Once additional number of identical free actions equal to
unleashed negative energy seeps hungrily lashes the total number of bonus points available from the
about, seeking to absorb everything it can touch. Channel check.
It also brings chill and cold to an area, coating
everything with a thin layer of frost no matter how Infuse: The Immortal infuses negative energy into
hot the day becomes. other objects or creatures, thereby bringing about
their end. The Immortal may target one non-undead
Channel: The Immortal uses his Aura to entrap creature or one object within line of sight. By
small bits of negative energy with which he can spending one Aura and making a touch attack the
imbue the items he touches. For the cost of one Immortal deals 1d4 damage on an object (ignoring
Aura the Immortal gains the ability to add a +1 hardness) and inflicts one negative level on a living
deflection bonus to one suit of armour he wears and creature. The creature may make a Will save (DC 10
a +1 damage bonus to any one weapon he holds. + the Immortal’s Charisma modifier + the Immortal’s
Each additional point of Aura infused into this effect total number of victories) to avoid this effect.
allows him to increase either bonus using bonus
points at a one to one ratio. When an Immortal infuses the target with additional
negative energy objects take an additional 1d4
Infuse: The Immortal reaches out with negative damage per die inflicted and living creatures suffer
energy and snuffs out energy effects. This effect from an additional negative level. If the Immortal
can target any energy generating effect or any force so desires he may ‘spread’ the dice/negative levels
184
GIFTS
among adjacent objects or creatures. Each targeted needed a way to bring animation and spirit into
creature may make a Will save to resist the effect. things, so as to separate creatures from objects.
In order to do so they created the elemental power
If a creature is reduced below 0 level by negative known as positive energy. With this power they gave
energy it rises from the dead as a wraith under the life to all of the myriad creatures and plants. It also
Immortal’s personal control within 1d4 days. combined with their intentions to create the mythic
powers and with raw leakages of elemental forces to
Speak with the Voice of Ash and Dust: Of all the form the myriad of celestial, elemental and infernal
creatures in the universe only undead have achieved spirits.
any level of animation by flooding themselves with
negative energy. Even the gods do not know how In its raw form elemental positive energy resembles
this came about, although some of them do use it shining, liquid silver and gold light. It both radiates
to their own advantage. Dominion over negative warmth and reflects images of the things surrounding
energy implies, by default, mastery over the it back to its viewer’s eyes. Everything touched by
creatures that some scholars think of as ‘negative its light seems to quiver, as though it were just a
energy elementals’ as well. moment from bowing before entering a great dance.
Channel: When an Immortal channels the power of When an Immortal gains dominion over elemental
negative energy into his voice he gains the ability to positive energy he uses his Aura to contain a bit
rebuke undead as if he were an evil cleric. He has of the spark of life. He can then either feed this
an effective cleric level equal to his total number of spark with additional power or unleash it into the
victories. Rebuking undead using this ability is a world. Like all of the elemental powers, handling
free action. When the Immortal invests one Aura raw positive energy carries with it the risk of
into this ability to activate it he gains one rebuke considerable unintentional side effects. Things in
attempt. Once the attempt is expended he must the world were made in such a way as to handle only
invoke the power again. as much positive energy as they need to continue.
Exceeding that threshold can cause more harm than
When the Immortal channels additional Aura into good, or even bring animation to things meant to
this ability he gains a number of free actions equal to remain still.
the total number of bonus points generated.
An Immortal exerting his dominion over elemental
Infuse: When an Immortal draws elemental negative positive energy may invoke the following effects:
energy and feeds it directly into undead he greatly call the measure from days long past, call the
increases their strength and durability. By spending moment before the dawn and voice the thunder in
one Aura he gains the ability to, as a free action, heal the morning.
1d8 hit points of damage to an undead or increase
one of its abilities by +2 for 10 rounds. Call the Measure from Days Long Past: The
Immortal ignites the sparks of positive energy within
An Immortal may invest his Aura to increase the all objects he comes into contact with. This causes
number of free actions he may take before this the affected object to animate, entering into the
power dissipates. However, these additional actions dance of life regardless of its original role. Some
take the form of bonus dice rather than bonus points. Immortals can use this ability to create elementals
Each bonus die adds 1d8 temporary hit points or 1d4 or even outsiders if they can bring enough positive
to a specific attribute. Both of these effects last for energy into contact with raw elemental or mythic
one hour. Alternately he may spend three dice to power.
increase the undead’s size by one category.
Channel: When an Immortal uses this ability he
Dominion over Elemental Positive can animate any object of Large size or less that he
Energy touches. This animated object acts as an animated
When the gods wove the world they realised they object creature (as described in Core Rulebook III).
Invoking this power costs one Aura.
185
GIFTS
effect he can use the bonus points to increase the Infuse: When an Immortal infuses positive energy
animated creature’s hit dice on a one for one basis. in the world he creates a field around himself with a
Alternately, he can increase the size of an object he five-foot radius. Every non-undead creature entering
animates by +1 category for each bonus point. this area immediately begins healing at a rate of one
hit point per round. Undead within the area of effect
Infuse: An Immortal only uses this function of his take 1 point of damage each round.
dominion when he has access to large amounts of
raw elemental power or mythic energy. He can As the Immortal invests more Aura into this effect
use this ability on any field or expression of power he may use bonus dice to increase the effect radius
within line of sight. or to add additional effects. Each die adds one of the
following: +5 feet radius, +1d4 damage to undead or
When the Immortal activates this power he funnels +1d4 healing per round. This field does not move
pure positive energy into the opposing force. This with the Immortal.
takes a full-round action. Immediately thereafter
the force animates into a creature of the appropriate Voice the Thunder in the Morning: When an
type, negating whatever effect it originally created. Immortal floods himself or the area around him
Mythic forces animate into outsiders of the with waves of positive energy it is said that he ‘gives
appropriate alignment. Elemental powers animate voice to the thunder in the morning’ because of the
into elementals. Negative and positive energy strange, thunderous hum he emits while engaged
simply vanish. in this activity. The vast floods of positive energy
coming through the Immortal’s Aura can either heal
For the cost of one Aura the spirit thus animated has the Immortal himself or cause items not in contact
three HD, a normal attribute array and is of Medium with the character to become animated as if they
size. Each additional bonus die channelled into the were living beings.
creature’s HD increases the HD by two. Bonus dice
channelled into an ability increase that ability by Channel: The Immortal unleashes a wave of positive
1d4. The creature has other abilities appropriate to energy through his body. This positive energy knits
its base creature type. the damage done to him and helps him to resist
disease and other degenerative effects. By spending
A spirit formed by this power will obey the one Aura the Immortal instantly heals d4 hit points
animating Immortal without question. If the and gains a +1 bonus to his saving throws against
Immortal withdraws his Aura the spirit vanishes, disease or poison until he releases the effect. As the
taking whatever raw power it contained with it. Immortal channels additional Aura into bonus points
he can spend these points to either increase the
Call the Moment Before the Dawn: The Immortal amount of healing or the value of the saving throw
uses this effect to infuse objects or create fields of bonus on a one to one basis.
positive energy without causing everything within
the area to animate. Doing this requires remarkably Infuse: The Immortal unleashes a wave of positive
careful manipulation of the Immortal’s Aura, as energy into a specific area. For the cost of one Aura
he uses it to simultaneously channel the positive this power unleashes a 30-foot cone of positive
energy and buffer every object the energy comes into energy each round. Animals, humanoids, magical
contact with. beasts and vermin caught in this cone must make
a Reflex save (DC 10 + the Immortal’s Charisma +
Channel: The Immortal uses his Aura to entrap the Immortal’s total number of victories) or become
small bits of positive energy with which he can blind for one round. Undead caught in the cone
imbue the items he touches. For the cost of one must make a similar save or take 1d8 damage. A
Aura the Immortal gains the ability to add a +1 successful save negates either effect.
deflection bonus to one suit of armour he wears and
a +1 damage bonus to any one weapon he holds. As the Immortal channels additional power into this
Each additional point of Aura infused into this effect effect he may use each bonus die to increase the
allows him to increase either bonus using bonus blindness effect’s duration by one round, increase
points at a one to one ratio. the cone width by 5-feet or increase the damage
186
GIFTS
done to undead by 1d8. He may also use two bonus and at full speed over any terrain but cannot fly.
dice to add another 90-degree arc to the cone. In this Each bonus point the Immortal invests in this wave
case two bonus dice create a half-circle effect, three increases its movement speed by +1 foot.
a 270-degree arc around the Immortal and six a full
circle. If the Immortal expends eight bonus dice he Infuse: The Immortal uses a wave of water to pick
creates a full sphere around himself. up and move an object within line of sight. This
wave can strike an unwilling target by making a
The Immortal must unleash a pulse of positive touch attack. It has an effective Strength ability of
energy each round he maintains this power. Doing 30. It does no damage to living creatures, but can
so counts as a move action. pick up any creature or object of less than Huge size,
effectively immobilising it. Once held the creature
Dominion over Elemental Water can grapple with the wave; if the creature wins the
When the gods wove the world they realised they grapple check it may escape using the grappling
would need something to counteract earth’s rigidity rules.
as well as a force capable of binding things together.
To that end they created elemental water, a force The wave itself counts as a Huge creature and has
capable of both fluid motion and stability under a base movement rate of five feet. It does not take
pressure. They placed a bit of water into all things, damage from physical, magical or Immortal attacks.
from the mountains to the seas, so that nothing
would ever break under its own weight. As the Immortal channels additional Aura into
the wave he can do one of the following: increase
In its pure form elemental water looks like pure, its Strength by 1d4, increase its size (and its
crystal-clear water. Light does not refract within corresponding maximum lift size) by +1 size
it nor does anything live within it, so it has neither category per die or increase its movement speed by
colour nor flavour. Any mortal who drinks elemental +5 feet.
water will feel his thirst quenched but draws no
refreshment from it as the pure element does not Forge the Iron Beneath the Waves: When an
provide any positive energy to the mortal’s flagging Immortal invokes this effect he uses his Aura to
body. If forced into a ‘solid’ form elemental water provide elemental water with enough stability to
looks a great deal like ice or glass. form reasonably solid objects. These objects look
like nothing so much as shards of ice held together
When an Immortal gains dominion over elemental by wispy webs of frost and pure light.
water he draws a tiny bit of this substance from the
fathomless deeps the gods created at the beginning Channel: The Immortal can cause objects of water
of time. He can then shape this water into forms to ooze from his skin. For a cost of one Aura the
meeting his needs. Immortal can create any suit of armour, piece of
personal equipment or weapon his mind can imagine.
When exerting his dominion the Immortal can cause If he creates a weapon that uses ammunition, (e.g. a
one of the following effects: call from the distant bow or sling) the weapon creates ammunition as it
shore, forge the iron beneath the waves or unleash is used.
pounding waves.
When the Immortal invests additional Aura into
Call from the Distant Shores: This represents the weapons or armour he may grant these items
simplest possible effect an Immortal can invoke appropriate abilities using the costs presented in the
with his dominion over elemental water. With it he chart above. The Immortal cannot add any version
creates a wave of rolling water that carries him to his of the following abilities: anarchic, axiomatic, holy,
desired destination. This wave does not fly, but can shock, shocking burst, silent moves, speed, throwing,
move along either water or earth with equal ease. thundering, undead controlling, unholy or wild.
Channel: The Immortal creates a wave of water under These items have 1 hardness and 1 hit point. The
his feet that carries him toward whatever destination Immortal can share these items with others, but any
he desires. This wave moves at a rate of 90 feet per character holding the object will take 1d8 damage
round and never tires. It can move straight up walls each round.
187
GIFTS
If the Immortal wishes to use this power to attack Dominion over Wind
a target he must make a ranged touch attack. If he When the gods wove the world they realised they
succeeds the target takes 1d8 bludgeoning damage needed a force to provide motion to all things. In
and is entrapped in the cube. If the Immortal attacks order to meet this need they created elemental
a radius he must use the grenade rules and everyone wind and bound a bit of it into all things. They
with the area of effect may make a Reflex save then chained the wind, allowing small bits of its
(DC 10 + the Immortal’s Charisma modifier + the true strength to slip free from their prison in order
Immortal’s total number of victories) to negate the to refresh the world’s motion. These elemental
damage. An entrapped creature must hold his breath slippages became the foundation not only of the
or begin to take suffocation damage. weather but also of travel, navigation and – some
mortals claim – civilisation itself.
Unleash Pounding Waves: Elemental water, like all
of the elemental powers, is more than just a physical In its raw form mortals cannot see elemental wind
material. It is the substance responsible for things’ but they can feel its presence like a gentle pressure
flexibility and their ability to retain their shape under on their skin. They can also see its effects in the
pressure. When the Immortal invokes this effect he world around them: trees bend, the grasses rustle and
takes advantage of this to cause the world to tremble clouds carve stately progress through the sky. Wind
and shake around him. bound into ‘solid’ form looks like clouds or mist; just
barely solid enough to touch but not solid enough to
Channel: When the Immortal channels elemental really feel.
water into his own Aura it can cause objects to
slide off him. He gains the ability use freedom of When an Immortal gains dominion over elemental
movement, as the spell, for one round per day. As wind he can command the force of motion itself. He
the Immortal invests additional Aura into this effect can leash a small bit of it with his aura or unleash
he may add the bonus points directly to the number it, thereby allowing it to run freely over the world’s
of rounds this ability is available per day. surface. Wind used in this fashion tends to resist
being bound with disastrous consequences.
Infuse: The Immortal unleashes a wave of elemental
water into a specific area. For the cost of one Aura An Immortal exerting his dominion over elemental
this power unleashes a 30-foot cone of elemental air can invoke the following effects: spark the racing
water each round. Any unanchored object of wind, take up with the wind and trap within the
Medium size or less caught in the cone is swept chains of will.
to the end of the cone’s range. Any creature in the
area of effect may make a Reflex save (DC 10 + the Spark the Racing Wind: When the Immortal
Immortal’s Charisma modifier + the Immortal’s total invokes this power he awakens the wind inherent in
number of victories) to avoid being swept back. physical objects. This causes the object to spring
Anchored objects and creatures not swept back take into motion, whether it wills to or not. The Immortal
1d4 bludgeoning damage. has some control over this motion but may discover
too late that this control is not as firm as he thinks.
As the Immortal channels additional power into this
effect he may use each bonus die to increase the Channel: The simplest use of this power occurs
cone width by +5 feet or increase the damage done when the Immortal lifts himself off the ground by
1d4. He may also use two bonus dice to add another unleashing the wind stored in his physical form. This
grants him the ability to fly up to 20 feet per round
188
GIFTS
with poor manoeuvrability for the cost of one point When an Immortal uses this power on a target he
of Aura. The Immortal may improve this base speed does not get the Aura invested back for 24 hours.
by +5 feet per round per bonus point expended.
Trap Within the Chains of Will: When the
Infuse: When an Immortal exerts his dominion over Immortal invokes this effect he binds elemental wind
the elemental wind in an object outside of himself into shapes resembling things mortals usually see:
it has an effect similar to the telekinesis spell cast arms and armour, storms and the great winds that
at a level equal to the Immortal’s total number of scour the lands bare.
victories. This effect costs the Immortal one Aura
and it affects one object within line of sight. Channel: The Immortal can cause objects of wind
to form in his hands or around his body. For a cost
As the Immortal invests more Aura into this effect he of one Aura the Immortal can create any suit of
may use the bonus dice to do the following: increase armour, piece of personal equipment or weapon his
the number of targets effected by +1, increase the mind can imagine. If he creates a weapon that uses
maximum weight affected by +200 pounds or ammunition, (e.g. a bow or sling) the weapon creates
increase the total movement speed by +5 feet per ammunition as it is used.
round.
Weapons made of wind always deal nonlethal
Take up with the Wind: When an Immortal truly damage. Armour made of wind always grants a
unleashes the wind bound in every object it can deflection bonus.
cause the object to vanish and reappear, almost as if
it were teleported to its new location. In effect, this When the Immortal invests additional Aura into
allows the Immortal to teleport himself, an object or weapons or armour he may grant these items
an unwilling target to whatever location he desires appropriate abilities using the costs presented in the
chart above. The Immortal cannot add any version
Channel: By channelling this effect into his body the of the following abilities: anarchic, axiomatic, holy,
Immortal grants himself the ability to teleport (as the undead controlling, unholy or wild.
spell) as a free action. By spending one Aura the
Immortal gains the ability to take one free teleport These items have 1 hardness and 1 hit point. The
action before he must reset this power. As he Immortal can share these items with others, but any
channels more Aura into this effect he may add the character holding the object will take 1d8 nonlethal
total amount of bonus points gained to the number of damage each round.
free teleport actions he may take.
Infuse: The Immortal can unleash vast environmental
Infuse: By infusing the wind contained in objects effects by unleashing the untamed power of the
with his Aura and as much elemental wind as they wind. By spending one Aura he can create any
can sustain the Immortal causes an object or person normal environmental effect he desires in a one mile
he can touch to teleport to the destination of his radius. This effect remains in place until dispelled or
choosing. The Immortal must make a touch attack the Immortal removes it.
to teleport an unwilling target. The target may make
a Will save (DC 10 + the Immortal’s Charisma By investing additional Aura the Immortal can use
modifier + the Immortal’s total number of victories) bonus dice to increase the radius of the area effected
to negate the effect. This effect works in all other by one mile per die or cause the damage done by the
ways like a teleport spell. environmental effect (if any) to increase by +1 die.
189
CHALLENGES
Challenges
T
he previous five chapters cover the system structures into the game world, as well as creating
mechanics and world details required to play variations on them with which to shock and surprise
an Immortal character. They outlined the characters.
powers Immortals serve and the abilities they gain in
that service. However, all of this information leaves Classically a quest involves seeking out one or
one cornerstone of the system in an ambiguous more things with which to address a particular
state: the challenges constantly referred to in all five challenge in the character’s world. Each stage of
chapters. the quest forces the questers into an emotional,
physical, psychological or spiritual journey. During
Mechanically, a challenge, as described below, the journey the questers may grow or transform
represents a set of interconnected tasks leading to into something more capable of facing the final
a single epic goal. As the character succeeds or challenge. When the quest nears completion the
fails in completing these tasks the difficulty of the questers array themselves to deal with the final
goal changes correspondingly. Although multiple challenge using all of the resources they gathered
characters may participate in the preparatory tasks during the quest journeys.
only one takes the responsibility for the final action.
Unless otherwise stated each stage of a quest
In a game sense each challenge represents one of subjects the challenger and his group to roughly five
the great ‘mythic’ quest archetypes. These quests times their average level in CR worth of encounters,
repeat themselves, in various forms, throughout the with a maximum CR of no more than their average
campaign world’s history. Why situations continue level +4.
to demand these quests, indeed why the world
constantly calls up heroes and villains to perform Conversely a test forces the characters to address
them, is a matter of great debate in learned halls. a specific issue or set of tasks before they can gain
Every generation of scholars suggests a hundred passage to the next stage of their journey. A quest
new reasons, only to find their ideas do not truly might involve one or more tests; alternately a test
match the world as it unfolds. That, naturally, does may exist in order to bar passage to a specific state
nothing to stop the next generation from engaging in of being or plane of existence. For the characters
the debate. the test exists within a specific moment. They may
spend months or years preparing for it but the actual
Despite this repetition, not all of the quests opening action takes place during a very short period of
before the characters will merit the title or structure time.
of a challenge. Only those quests most closely
associated with the mythic archetypes bringing the In a trial the characters must overcome a number
participants into direct contact with the universe’s of progressively more difficult tests in order to
fundamental powers can guide the character to achieve their goal. A trial may be a quest; however,
apotheosis. the trial stages do not necessarily involve the
element of transformation that distinguishes each
stage of a quest. Progression through the trial as
Challenges, Quests, a whole transforms the character; each test just
Tests and Trials acts as a barrier rather than a means of personal
enlightenment.
In terms of game mechanics quests, tests and
trials all represent variations on the standard
challenge structure. These three terms may be used Seeking Out a Challenge to
interchangeably with challenge in the text below.
Face
In world and story terms quests, tests and trials each A worthy hero, a legend in his own time, might never
represent a specific narrative structure in which a come close to a challenge archetypal enough to bring
mechanical challenge occurs. The Games Master him to immortality, while a cowherd might step off
should feel free to incorporate all three of these his field and be swept up into a challenge that shakes
190
CHALLENGES
the heavens before he knocks the dung off his boots. activity takes more time than difficult research. For
This unfortunate state of affairs, well documented in each week of research the character may make one
legend and literature, leads many who consciously Knowledge (history) check (DC 25). If he succeeds
seek out Immortality to despair. he learns about one of the challenge’s steps. Once
he knows about all of the appropriate steps he must
However, the circumstances described above succeed at one last Knowledge (history) check to
account only for random chance, not for the power learn the proper order in which to undertake them.
of mortals’ free will. The aforementioned hero
may not have sought out ascension. The cowherd Working out which of the world’s myriad wellsprings
is obviously a slave to his own destiny. In neither will best resonate with a particular challenge takes
case did the individual bend his will to seeking out considerably more effort. Anyone with access to
immortality. the right musty old tomes can work out a challenge.
Finding a place in the world capable of translating the
Those mortals who choose to walk the path to ritual into something more powerful, though, requires
immortality may use their knowledge of the world to the researcher to leave scholarship’s hallowed halls.
seek out opportunities to do so. These opportunities Out in the world of dust and mire he must seek out
routinely occur at or near wellsprings, places where the locations mentioned in the ancient legends he
the world’s primal powers concentrate into a pure used to piece together the challenge structure. One
form. In these places even the simplest action of them, determined by the Games Master, will be
becomes significant. The repetition of ancient deeds the appropriate wellspring. Recognising it requires
and heroic actions become even more so, invoking the researcher to cast a legend lore spell, make
powers in existence since the world’s creation. a Knowledge (history) check (DC 30) or make a
bardic knowledge check (DC 20).
In practical terms characters encounter challenges
worthy of immortality in the following ways: recreate Once the character knows the structure and the place
one at a wellspring, stumble into one by blind luck he must array himself to take the challenge. When
or undertake one sponsored to one by a god. Of the he enters the wellspring he must make a Perform
three one appeals to those who serve a higher cause, (act) check (DC 25) as he moves through the steps
one appeals to those who wish to become gods and of the challenge. Others may assist him using the
one could honestly happen to nearly anyone. Only aid another action. If he succeeds the powers of
one, though, lies within mortals’ direct control. the universe take notice, slowly building up around
the character as he moves forward. At some point
the re-enactment transforms from a play into
Recreate a Challenge at a something far more deadly and real. The character
Wellspring becomes engaged in a true challenge, wrestling
Calling the one means of finding a challenge with the powers of the universe for his chance at
under mortal control ‘recreating a challenge at a immortality.
wellspring’ does not accurately describe the process.
Rather, it describes a complex process by which Once the character activates the forces involved
mortals can re-enact a previous challenge at the time with a challenge he must carry it through. If he
their choosing. These re-enactments form the basis fails or backs down, the power will focus into his
of ritual magic within the campaign world, whether body, annihilating him. If a mortal fails during a
they have an effect in the game beyond starting re-enactment he vanishes in a flash of bright blue
characters on the path to immortality or not. light. If an Immortal fails he loses access to his Aura
and gifts for a number of months equal to his total
In order to ‘recreate’ a challenge the would-be number of victories.
Immortal will have to engage in quite a bit of
research to discover the exact structure of the
challenge, the wellspring that will best resonate with
Stumble onto a Challenge
it and any tools he will need to meet the challenge’s through Fate or Luck
requirements. Although neither gods nor mortals like to admit
it, luck has as much to do with who ascends to
Discovering the challenge’s structure is, perversely, Immortality as does planning and the will of the
the easiest of the three requirements. This particular gods. The world abides by specific rules; one does
191
CHALLENGES
not have to know what they are to follow them own immortality until the next great happening.
properly. Indeed, more than one hero has become However, most often a god sponsors a challenge
an Immortal simply by being at the right place at the when he wishes to make a change in the world.
right time.
Gods, regardless of their power, suffer from the same
Stumbling into a challenge generally requires one of limits as other beings of power. They must obey the
three things: blind luck, completing a fallen hero’s laws established at the beginning of time. They
challenge or finding a challenge that repeats itself. must play out their roles, regardless of their personal
Of the three, blind luck results in the most deaths, feelings on the matter. Only mortals, who act with
though none present the hapless character with much free will and in defiance of the laws established long
chance of success. ago, can change the world for good or ill. Therefore,
when a god wishes to make a change of whatever
Mortals often mistake blind luck for courage and sort he must find a mortal willing to sacrifice his
steadfastness in the face of danger. In reality most life, his future or his free will in order to initiate that
of those who stumble blindly into a challenge have change.
no business being involved with it; their survival is
a miracle in and of itself. These people just blunder The endless progression of sameness, rigidly
their way through the challenge, barely noticing the constrained by the bounds of creation, does nothing
passage from stage to stage. to ease the boredom accompanying true immortality.
Many gods want a diversion almost as much as they
Sometimes a mortal hero’s failure during a challenge desire some kind, any kind, of change. In order to
stage results in his sudden demise. In some cases create such a diversion they pervert the mechanisms
this allows the challenge antagonist to achieve of heroic action built into the universe for their own
whatever goal he desired. In others, it simply leaves ends. They place complex problems in front of
the challenge open to whatever hero desires to take mortals, watch the protagonists struggle and die, as
it up. These challenges can become legends in the though it were little more than an elaborate game of
game world, surrounded by rumours of all the heroes chess.
who have tried and failed to resolve them.
This game sometimes turns vicious when the gods
Some rare challenges do not resolve when the hero find a specific mortal particularly vexing. Perhaps
completes them. These challenges may be repeating they are jealous of the mortal or he uses his freedom
trials that reoccur every few years, games built into to oppose the things the god holds dear. Whatever
the universe for many heroes to resolve or even the reason, in these cases the god takes momentary
inherent in the construction of a specific wellspring. joy in issuing challenges of such fiendish complexity
Each mortal or Immortal can only essay a specific and lethality. Gods engaged in this sort of play
recurring challenge once in his life; if he fails and tend to ignore the unspoken rules about appropriate
survives the challenge is barred to him for the challenges, instead placing whatever seems available
remainder of his lifetime. at the moment before the erstwhile heroes.
192
CHALLENGES
The sponsoring god may take few liberties when act within these roles must obey the rules of the
it comes to the challenge structure itself. Each challenge and the limits of his role, regardless of
challenge presents an ideal archetype the sponsor his personal inclinations. If he violates either set
cannot deviate from if he wishes to accomplish his of strictures he defaults on the covenant with his
desired outcome. He must follow the challenge sponsoring power, potentially losing his place in the
format rigidly, even if the mortals involved manage Immortal hierarchy.
to somehow turn it against him.
An Immortal usually gains his bond to a quest role
through a covenant with a specific god. In this case
Immortal Roles the god issues the command to the Immortal for
Establishing a him to assume his role. The god also monitors the
Immortal’s progress and behaviour to ensure it does
Challenge not deviate from the accepted norm.
Immortals and gods find themselves involved with
challenges whether mortals take the challenge or The roles are: antagonist, advocate, assistant,
not. Sometimes this occurs because of their personal impediment, guide or resource.
desires and whims. More often, though, the being is
bound to act in a specific way by the cosmic forces Antagonist
granting him power. An Immortal in the antagonist role is, himself, the
challenge’s target. More precisely, he becomes
These ‘specific ways of acting’ cluster into a variety responsible for establishing the conditions under
of specific quest roles. An Immortal bound to which the challenge takes place. He
must use all of the gifts, resources and
skills at his disposal to arrange for the
conflict, even if it puts him in personal
danger.
193
CHALLENGES
An advocate can assist the challengers in one of For example, an Immortal with power over the
the following ways: bringing resources to them, spirits of wind and water could not just send them
removing impediments placed in their way by to kill the challengers. However, he could channel
other Immortals and providing council in the form elemental power into a monstrous storm then
of dreams or visions. In a quest challenge he may unleash that storm on the challengers as part of their
assist the challengers once per quest stage. In tests quest’s challenges.
or trials he can provide assistance once during the
entire challenge. Guide
An Immortal in the role of guide provides the
The advocate cannot simply overcome the challenge challengers with information and directions intended
stage for the challengers. to help them understand the challenge placed before
them. Depending on the Immortal’s attitude towards
Assistant the challengers this information may be cryptic,
obscure or quite plainly spoken.
An Immortal in the assistant role aids the challengers
through their task. Unlike an advocate, who acts
indirectly, the assistant may physically interact Even a guide with the best intentions finds his words
with the challengers. They may use any resource bound by the so-called ‘law of riddles’. The guide
at their disposal to ease the challenger’s path, short must always coach his advice or suggestions in code,
of resolving the challenge stage through their own though the difficulty of this code depends entirely on
actions. his desires. Once the mortal receives this advice he
must make an Intelligence check with a DC set by
An Immortal assistant rarely appears to the the Immortal’s attitude:
challengers in his true form. Most integrate
themselves into the challenger’s company as lowly Attitude Int DC
servants or simple, but insightful, townsfolk. In Hostile 26
some cases the assistant may introduce himself Unfriendly 23
to the challenger years, even decades, before the Indifferent 20
challenger rises to meet the challenge. Friendly 17
Helpful 14
The most common way for an Immortal to help his
challengers is with the aid another action. If the Oddly enough the Immortal’s own intellectual and
challengers find themselves overwhelmed by a force verbal skills do not affect the DC. While offering
outside of the challenge (i.e. a random encounter this advice the Immortal acts as a representative of
with an orc warband or a sudden flood) the Immortal the processes that maintain the world. Any abilities
may use his powers to protect them. However, once he lacks or choices he might make beyond his
he reveals himself he must withdraw from this role personal attitude are negated by the necessity he
and is considered in violation of his covenant. serves.
194
CHALLENGES
195
CHALLENGES
Name (Alternates): The challenge name. Alternate hands. He may rely on the help of others to secure
names for the challenge structure appear between the the necessary components or provide him with a safe
parentheses. workspace, but the actual work involved with the
creation must come from his sweat and blood. The
Challenge Structure: Information about the stages object the challenger creates may be used in a wide
and the required checks to successfully pass each variety of ways, ranging from a judgement by the
one. gods to becoming the character’s personal artefact.
Challenge Information Table: A table containing Identification of Object and Place (Stage One):
the DCs for the checks and other variable information In the first stage the Immortal must successfully
based on the challenger’s total number of victories. identify what he must create, its components and
where the universe demands his actions take place.
Example Challenge: An example of how to use the The challenger or the participants must make the
challenge structure in a campaign. The example’s following skill checks:
described apotheosis level is a suggestion used to † Knowledge (arcana) check to deduce what he
provide information for it, not an absolute statement must create.
of the appropriate level to run the challenge. † Knowledge (arcana) check to determine what
components he will need.
List of Challenges † Knowledge (geography) or Knowledge (religion)
check to determine which wellspring he must use
The eighteen challenges are listed in the following
table : as the creation place.
196
CHALLENGES
If the challenger personally succeeds on one or more Preparing the site requires a Spellcraft check. If the
of the skill checks he gains a +1 bonus to all skill challenger fails a participant may step in to fulfil this
checks required in later stages. step.
Once the challenger gains all three pieces of An Immortal in the advocate role may intercede with
information he must make an Intelligence check the wellspring’s guardians. One in the antagonist or
to integrate them into a roadmap for the coming impediment role may strengthen/place additional
challenge. If he fails he does not get credit for this guardians or hide the wellspring. If one Immortal
step and one of the participants may attempt to assist hides the wellspring an advocate or guide might
him. assist the challenger’s efforts to locate it.
An Immortal in the role of a guide may provide the The Forging (Stage Four): Once the challenger
challenger with one of the three required pieces of overcomes the three previous stages he moves into
information. The antagonist may attempt to hide the crafting proper. Unlike mortal crafting, which
this information using whatever means are at his can take months or even years, the challenge of
disposal. creation forging process takes between five or nine
days.
Gathering Components (Stage Two): Each
challenge of creation requires between one and Each day the challenger must make a Craft check,
five exotic components in addition to any mundane using the craft skill appropriate to the item created.
components needed to create the item. Identifying Participants may not make this skill check for the
the location of each of these items and then retrieving challenger although they may use the aid another
them allows the challenger to complete this step. action to assist his progress. The challenger must
make a majority of these skill checks in order to pass
In order to identify the location of a component this stage.
the challenger must make a Knowledge (nature)
check. He must then go retrieve it, facing whatever If the challenger passes this stage without assistance
obstacles stand between him and his objective. An he receives a +4 bonus to the skill checks called for
Immortal in the resource role may provide a second by the Judgement stage.
component in addition to the one the challenger
sought when the challenger successfully overcomes Judgement (Stage Five): If the challenger completes
these obstacles. An Immortal in the antagonist or all of the previous stages he holds the created object
impediment role may increase the difficulty level of in his hands and submits it for use. He must then
the obstacles standing in the challenger’s way. make a skill check, depending on the item’s intended
purpose, in order for it to be accepted.
When the challenger gathers all of the components
he must make a Craft check to work out how to † For presentation to a god or power as a gift: Bluff
integrate them into the finished product. If he fails or Diplomacy.
this check he may not try again, although other † For personal use as an artefact: Will save.
participants may step in to fill the gap. † For use as part of an Immortal ritual: Spellcraft.
Preparation of the Place (Stage Three): Once the In a quest each part of the trial requires a long,
challenger overcomes the first two stages he must hazardous journey in addition to the normal
journey to the appropriate wellspring and prepare obstacles. Double the total CR of the dangers
it for the coming challenge. Before he can begin guarding each component.
preparations he needs to overcome or enlist whatever
defenders protect the wellspring. Once he does so, In a test the Gathering Components stage is
he can engage in the rituals he discovered in the first protected by traps and riddles rather than creatures.
step. The components themselves are close at hand but
197
CHALLENGES
198
CHALLENGES
If the challenger and/or the target succeed in Challenge of Conversion Information Table
the Sense Motive check without assistance the Apotheosis Skill Alignment Steps Quest
successful party receives a +1 bonus to all skill Level Check DC Removed Total CR
checks taken in the next challenge stage. Mortal 38 2 to 4 25
Aspirant 42 2 to 4 50
An Immortal assistant or guide can bring the
Wielder 46 3 to 4 75
challenger and the target together. Conversely
an Immortal in the role of impediment can work Illuminated 50 3 to 4 100
to keep the two apart. An Immortal acting as an Immortal 54 4 125
advocate could intercede with the impediment to contested Wisdom checks. If the challenger
lift his opposition. overcomes the target’s check he moves the target one
step closer to his own alignment. If the target beats
Opening the Channel (Stage Two): Once the two the challenger’s check he records the success. After
parties recognise one another they must establish a three target successes the challenge ends.
deep rapport. This rapport allows them to explore
one another’s souls, a process by which one party The Games Master determines which of the target’s
or the other may come to understand the error of his alignment axis (law to chaos, good to evil) moves for
ways. each success. The challenger wins the contest if he
moves the target’s alignment to the target alignment
In order to establish rapport the challenger and his specified in the initial challenge declaration.
participants must move the target from its current
attitude to friendly using whatever means seem If the target has the always modifier in their
prudent other than magical persuasion. This can alignment entry the first challenger success goes
include giving gifts, using the Diplomacy skill or to negate it. The final alignment ‘step’ for a target
other non-mechanical methods like romancing the with the always modifier must always take place at
target. a wellspring.
Once the target gains a friendly attitude the challenger Structural Variations
and the target both make a Bluff or Diplomacy Quests, tests and trials may require the following
check. The combined result of both skill checks variations. Also, stage three may be considerably
must equal or exceed 15 times the total number of more dangerous than the one described above.
alignment steps separating them. Participants may
assist on both sides by using the aid another action During a quest the challenger and the target must
or through less mechanical means such as acting as move from one place to another while simultaneously
intermediaries or even making the skill check for the overcoming one difficulty per movement. The
challenger/target. characters must move once per attempt at stage three
until reaching the goal or failing.
Example: A lawful good paladin takes a challenge
of conversion. His target is a chaotic evil succubus. During a test the challenger and the target must make
The succubus is four alignment steps removed from a third stage attempt every day rather than every
him (lawful to chaotic, good to evil). Their total week. They cannot sleep or rest for the duration
Bluff or Diplomacy checks must equal or exceed 60. of the test. This activity uses the normal rules for
exhaustion.
If the challenger and target succeed at this stage the
challenger does not have to break the target’s always During a trial the challenger must face a variety of
alignment modifier as part of a Move One Step targets. He does not get the bonus for the first two
Closer stage. stages even if he succeeds at them.
Move One Step Closer (Stage Three): Once the A variation on the third stage involves the challenger
challenger identifies his target and opens the channel and the target affecting one another’s alignment
between the two the real work of the challenge equally. This places a high level of risk on each
begins. Each week the two spend in one another’s of the stage three Wisdom checks; a single failure
company the challenger and the target must make could result in a character with strict alignment
199
CHALLENGES
requirements losing his mortal classes or even powers. In doing so the challenger places himself
covenants. When the Games Master invokes this in harm’s way. Not only do such things usually have
variation he should give the challenger a Will save their own defences, but also the power in question
(DC equal to the target’s Wisdom check result) to will not sit idly by while its favourite thing falls into
resist the alignment change. the fire.
Conversion of Ice to Flame Artefacts are the most common targets for these
Type: Test challenges. However, the challenge may target a
Described Apotheosis Level: Aspirant nation, a people, a place or even a single creature.
Skill Check DC: 42 Challenges to destroy a single creature can be more
Target Alignment: Lawful to Chaotic (two steps) easily handled using the rules either for a challenge
Wellspring: None of the hunt or a challenge of steel.
Immortals who serve the lords of chaos often find An Immortal antagonist in a challenge of destruction
the Conversion of Ice to Flame laid before them. If created, defends or possesses the challenger’s target.
they accept it they must seek out a lawful character An advocate or guide knows where the object is held,
to convert to the ways of chaos. The Immortal must while impediments work to prevent the challenger
actively search for the challenge but his gods will from discovering the information he needs or lock
often hide the target from him for 2d4 weeks. away the tools required.
The target is always lawful. For the other half of In the challenge of destruction the challenger and
the target’s alignment the challenger rolls 1d4. On participants may essay stages two and three either in
a result of one or two the other half of the target’s order or out of sequence. However, if the challenger
alignment matches the Immortal’s. On a three the attempts stage three without first securing the target
target is neutral and on a four the target is of in stage two the antagonist may increase the
opposite alignment. difficulty of the defences surrounding
the target without violating the rules of
Once the Immortal engagement.
meets his target
his gods check Challenge Structure
on his progress A challenge of
daily. If he destruction always
fails to report involves the
some kind of following stages:
progress their
punishment Assignment of
will stop short the Target (Stage
of preventing One): When the
him from taking challenger accepts
back up his the challenge
responsibilities. Just. of destruction he
receives a formal
commission from
Challenge of Destruction a patron Immortal,
When a challenger steps forward to
granting power or
meet the challenge of destruction he
other entity. This
accepts responsibility for
commission may take
destroying something
the form of a command, a
held dear by one of
request or even a proposition.
the world’s great
Whatever the case, the
200
CHALLENGES
challenger or one of the other participants must Seeking the Tools (Stage Three): Once the
accept the commission. If he follows the proper challenger and other participants secure the target
formats and rituals for such acceptance by making they need to acquire the tools needed to destroy
a Knowledge (religion) check (or Knowledge it. Each tool is guarded by obstacles similar to
(nobility and royalty) for mundane patrons) the those presented by stage two. The challenger must
challenger receives a +1 bonus to all skill checks for overcome the obstacles using whatever means are at
the remainder of the challenge. his disposal.
During the formal declaration the challenger receives Immortals in the impediment role create tools
detailed information about the challenge target. This specifically for the challenge. Each tool symbolically
information usually, but does not always, include represents a specific aspect of the antagonist’s power
where to find the target and what might guard it. or personality. The tools themselves do not usually
possess any magical or artefact qualities. Instead,
Acquire the Target (Stage Two): The challenger they derive whatever powers they seem to have from
and the participants must work their way through the challenge itself. Once the challenge is complete
whatever obstacles the world presents in order to the tool becomes a normal item, unless an assistant
acquire the target. The obstacles present will total or advocate enchants it to present as a reward to the
to at least the CR given in the table below for the participants.
challenger’s apotheosis step.
The challenger and participants must acquire the
The challenger does not have to destroy the majority of the tools to complete this stage.
obstacles, but he does have to neutralise them in
some way. A strong warrior may hack his way Each tool gives the challenger a free re-roll during
through the obstacles while a cunning rogue will try stage four.
to sneak past them. So long as the challenger (or a
participant) overcomes the obstacles and emerges The Moment of Destruction (Stage Four): When
with the object he succeeds. the Immortal enters the chosen wellspring he must
make a Craft check to completely destroy the object.
Customarily the antagonist or impediment will group If he fails he may use each tool he acquired in
the obstacles into steps, allowing the challenger a succession to make additional re-rolls. Furthermore,
brief respite between confrontations. However, this the participants may assist him or even overcome the
custom does not carry the force of law. Nothing challenge themselves if the challenger has already
stops the antagonist from, for example, placing all completed a majority of the previous stages himself.
of the obstacles in the tower containing the mystic
dingus the challenger seeks. Structural Variations
Quests, tests and trials may require the following
If the challenger must destroy an artefact or other variations. Challenges to destroy a people, place or
intelligent magical item the item may use any means single creature involve some slight variations from
at its disposal to prevent the challenger’s actions. the structures described above.
Most such items use their ego to dominate the target
while simultaneously exerting whatever abilities During a quest the place of assignment, target, tools
they possess to call for aid. and wellspring lie in places far separated from one
another. Each journey will involve at least one
hostile environmental effect such as a
Challenge of Destruction Information flood, landslide or wildfire.
Stage Two/Three: CR/
Apotheosis Skill Recommended CR per Tools During a test the challenger and
Level Check DC Situation Required participants must address all of the
Mortal 38 120/40 0 normal stages, but must do so at speed.
Aspirant 42 150/50 1 They have 24 hours to destroy the target.
Wielder 46 200/60 2 This kind of challenge usually requires
Illuminated 50 250/70 3 the challengers to split into small groups,
or even to face their foes alone.
Immortal 54 300/80 3
201
CHALLENGES
During a trial the challenger and participants must to suffer whatever punishments they can dream
first take both the target and the tools to a succession up and must somehow endure in order to become
of wellsprings. At each wellspring the challenger strong. These torments may consist of physical,
must perform a specific ritual by making a Spellcraft emotional or psychological abuse but will always
check. Failure removes the tool’s effectiveness strike at the challenger’s personal weaknesses.
during stage four.
An Immortal antagonist takes the challenger into
When a challenge of destruction focuses on a place his power. The antagonist will usually have an
or a single creature the antagonist traditionally alignment opposite the character’s, but not always.
gathers all of his defences around the target. The History and mythology are replete with examples
challenger must first visit the chosen wellspring of individuals suffering greatly at the hands of their
with the gathered tools and there perform a ritual by erstwhile allies.
making a Spellcraft check. He can then proceed to
the target, remove the defences and make the Craft Challenge Structure
check to destroy it. A challenge of endurance progresses through the
following stages:
A challenge of destruction targeting a people rarely
involves killing every member of the target group. The Surrender (Stage One): The first thing the
Instead the challenger must destroy an important challenger must endure is the loss of his dignity.
symbol associated with the target like their ruler or Once the antagonist has the challenger in his power
their most sacred temple. When this symbol dies the he will offer the challenger a choice. He may walk
people begin to scatter, eventually resulting in their away from the experience about to befall him
‘destruction’ as a cohesive entity. if he allows it to fall on innocent heads, often a
small child or some of the challenger’s friends and
Destruction of the Sun’s Great Shield family. The antagonist will present the challenger
Type: Quest with one innocent or uninvolved party per day of
Described Apotheosis Level: Aspirant the challenge; each person the challenger sacrifices
Skill Check DC: 42 shaves a day off what he must endure.
Stage Two/Three CR: 150
Recommended CR per Encounter: 50 For evil challengers, these ‘innocents’ come from
Tools Required: 1 the pool of people pivotal to his personal power and
Wellspring: The Well of Bile (hatred) plans. Each person he loses must dramatically set
him back in terms of his overall goals.
Immortals who serve the lord of destruction will, in
time, find themselves sworn to destroy an artefact of Each person the challenger ‘saves’ by accepting their
an Immortal sworn to the sun. Although traditionally fate grants him a free re-roll on a failed saving throw
called the ‘Destruction of the Sun’s Great Shield’ or Concentration check.
the artefact could take the form of anything from a
golden bauble to a shining sword. Day of Pain, Night of Doubt (Stage Two): After
finishing the negotiation the challenger must undergo
In order to complete the challenge the challenger the agreed-upon days and nights of pain. During this
must gather a bit of the well’s waters then take that time the antagonist may inflict physical, emotional
water to the Shadowed Vale of Ancient Sorrow. and psychological torments on the challenger as he
There the spirits will turn the water into an icy cage sees fit. The participants and Immortal advocates/
the Immortal can use to keep the artefact within the assistants may help the character by providing moral
well during its destruction. If the challenger cannot support and physical comfort between sessions.
secure the cage he can still just throw the thing in but
his odds of success become dramatically lower. Each session involves each of the following:
1. A physical torment requiring a Fortitude
saving throw. If the challenger fails he takes
Challenge of Endurance 1d4 damage to his Strength, Dexterity or
When a challenger takes up a challenge of endurance
Constitution. The Games Master chooses
he pits his physical and mental grit against the gods
the damaged attribute in a random manner.
themselves. He places himself in their hands, agrees
202
CHALLENGES
203
CHALLENGES
A challenger who must undertake the seven sleepless failing. If he succeeds at a number of Will saves
nights agrees to allow his lord to hang him from a equal to his apotheosis step +3 he automatically fails
tree without food, sleep or water for the traditional the challenge.
week. As each day passes the challenger falls further
and further into the delirium brought on by exposure, Each time the challenger succeeds he gains one free
fatigue and pain. Each day his lord may offer him re-roll of a failed check during the second stage. If
the opportunity to stand down; if he accepts he the challenger makes a number of will saves equal
automatically fails the challenge. to his apotheosis step he may count this stage as a
success.
This challenge rarely involves outside tormentors
other than the elements. However, particularly Debating with Shadows (Stage Two): Once the
sadistic impediments may send various creatures challenger fails to resist a temptation the antagonist
to peck on or eat from the challenger as he hangs immediately centres in on it as a point of weakness.
helpless in the wind. His friends, advocates and He attempts to convince the challenger to do the
assistants may freely intercede to prevent these thing he finds tempting, whether it be taking over the
creatures from accomplishing their chosen mission. world or finally having a physical romance with the
woman of his dreams.
Challenge of Faith The challenger and the antagonist engage in a set
When a challenger takes up the challenge of faith
of contested skill checks. The antagonist may use
he places his own convictions on the line. He
Bluff, Diplomacy or Intimidate to make his points.
must hold true to his convictions even in the face
The challenger may use Concentration, Knowledge
of overwhelming opposition and temptation. Each
(religion) or Sense Motive to resist the antagonist’s
time he succeeds his faith feeds his soul’s strength.
advances. The first represents meeting the antagonist
Each time he fails he must face even more strenuous
with stoic silence, the second with carefully reasoned
demons of the mind until he finally falls into despair
theology and the last with deep understanding of the
and then the quiet peace of eternal death.
antagonist’s own motives.
An Immortal antagonist participating in this
The two must make a number of opposed skill
challenge takes on the role of the tempter. He works
checks based on the challenger’s apotheosis step.
with the challenger to clearly articulate the failings
If the challenger wins the majority and has already
of his beliefs. Conversely, advocates, assistants
succeeded at the first stage the challenge ends.
and guides all strive to provide the challenger with
Otherwise, the challenger and antagonist enter this
examples of how and why his faith can sustain him.
stage.
204
CHALLENGES
the final stage. Each one he fails randomly deals 1d4 his own life and power to prevent the Immortal from
points of ability drain to his Intelligence, Wisdom or Transcending.
Charisma.
Ironically, overcoming this test usually grants the
Structural Variations Immortal his last victory needed to Transcend.
Quests, tests and trials may require the following
variations. Challenge of Free Will
When an outsider takes up the challenge of free will
During a quest the challenger undertakes a journey he places his own existence on the line. Throughout
through various historical places and legendary the challenge he must repudiate his essential nature,
locations. At each of these stations he encounters the seizing for himself the right of choice usually
antagonist, who offers him a temptation in order to reserved for mortals. Once
sway him from the appointed path. he performs enough
minor deviations he
During a test the challenger faces a final choice
must overcome the between what he is
antagonist in a short now and what he
period of time. Unlike might become. If he
a standard challenge chooses the former
of faith, which can he must pay for his
take as long as a year, deviations, while
a test takes place in a the latter places him
single night. These tests firmly on the path to
usually occur after some mortality and perhaps
great but unavoidable beyond to immortality
tragedy, often right as well.
before the challenger
must undergo another If a challenge of free
painful challenge of will has an Immortal
some sort. antagonist he acts as the
voice of the challenger’s
Trials of faith are essential nature.
unsuitable for normal Conversely, advocates
challenges. However a and assistants may berate
sequential trial of faith, or torment the challenger
in which the challenger while driving him to
faces his both inner recognise his ability to
and outer antagonists, change. Impediments
makes an excellent work to draw the
Great Challenge. challenger back into his
old lifestyle, while guides and resources offer him
Temptation to new opportunities to explore alternate ways of life.
Freedom
Type: Test Challenge Structure
Described Apotheosis Level: Immortal A challenge of free will always involves the
following stages:
This test typically occurs just before the Immortal’s
final Great Challenge. The Immortal’s greatest The Dawn’s Siren Call (Stage One): The challenge
enemy is sent to speak with him. The antagonist of free will always begins when the challenger,
offers him the pleasures of the world, the wonders of who may or may not realise he is about to enter the
magic and the right of dominion in order to dissuade challenge, first encounters a mortal creature of great
the Immortal from proceeding on his chosen path. purity. This purity may align the mortal with any of
In extremes situations the antagonist may even offer the four mythic powers; the point is the mortal, using
205
CHALLENGES
his gift of freedom, chooses to live a particular way Pure outsiders possess one neutral and one aligned
rather than being forced into it. aspect in their alignments. These creatures represent
‘pure’ animated mythic force. They must take four
This encounter profoundly changes the outsider’s actions, each successively further away from their
perception of reality. At the moment of meeting initial alignment.
he must make a Will save (DC 25). If he succeeds
he shakes off the conditioning programming his In order to pass this stage the outsider must succeed
behaviour. For the first time he understands that at the majority of his Will saves. If he succeeds
choice, in and of itself, requires an act of will as at both stage one and this stage he successfully
powerful as any miracle the gods can manage. If he completes the challenge. Otherwise, he moves on
fails then he must wait until his next encounter with to stage three.
a creature of great purity.
Awaken to a New Life (Stage Three): If the
Advocates, assistants and participants can help the challenger successfully hears the siren call of
outsider to see the path’s choice open before him. freedom but cannot bring himself to abandon his
old way of life he may still spontaneously awaken
Steps Down the Road of the Heart (Stage Two): to the wonders posed by making his own choices.
Once the outsider passes stage one he must begin This third stage involves a single skill check:
to explore the possibilities open to him. Guided by the outsider’s Knowledge (religion) against the
his imagination and his ‘friends’ he must imagine antagonist’s Diplomacy. If the outsider succeeds he
and undertake actions progressively less and less remains an outsider, forever committed to his way of
in keeping with his former self. These actions life. If, however, the antagonist overcomes him he
may come back to haunt him later, as they may may make a final Will save (DC 25) to shake free of
not necessarily correspond with his final alignment his constraints.
choice.
Structural Variations
The number of actions he must take depends on the The challenge of free will is always a test, never a
outsider’s initial alignment. Each action requires the trial or a quest.
outsider to make an additional Will save to overcome
his intrinsic conditioning. The DC of this Will save Challenge of Free Will Information Table
starts at 20. Each step of the action’s alignment (i.e. The challenge of free will always occurs before the
from lawful to neutral to chaotic) from the outsider’s outsider begins to walk the path to immortality. As
initial alignment increases the Will save by +2. This such, it does not have variable information in the
counts on both the law-chaos and good-evil axis, standard challenge sense.
creating a maximum bonus of +8 (i.e. a chaotic evil
outsider performing a lawful good act).
The Fall
Type: Test
For this purpose outsiders fall into the following
Described Apotheosis Level: N/A
categories: committed, polarised and pure. These
Wellspring: None
categories include outsiders of the following types:
The Fall occurs when a good outsider encounters
Committed outsiders possess no non-neutral aspects
mortals who choose, of their own free will, to follow
to their alignment. These outsiders must take three
mythic good or evil. They see the power a mortal
actions, at least one of which must align with two
wields by simply choosing, rather than being forced
mythic forces.
to choose, a truth in fitting with what he really
believes. This forces the outsider to, in turn, face
Polarised outsiders possess two non-neutral
whether he truly believes in good or simply follows
alignments. They must take five actions, each
its dictates because he has no other choice like any
successively further away from their initial
other good slave.
alignment. At least one of these actions must be of
opposite alignment.
206
CHALLENGES
Challenge of Grace (The Great Race the Course (Stage Two): Once the challenger
and the antagonist agree on the course the challenger
Race, Marathon) sets off. He must overcome a number of obstacles
When the challenger takes up the challenge of grace based on his apotheosis level. Each obstacle requires
he faces a physical challenge demanding the utmost the challenger to make a single check depending on
from his agility, grace and speed. At each stage of what aspect of grace it addresses:
the test he must overcome not only his target but also
his personal bests. If he fails to overcome himself Agility (Dexterity check): The obstacle involves
but nevertheless overcomes his goal he might still flexibility, reflexes and quick thinking. Typical
succeed but must always live with the shame of not examples include keeping footing on treacherous
being able to live up to his own accomplishments. surfaces, controlling how much pressure is placed
on a fragile object and other examples of physical
An Immortal antagonist can both establish the control.
obstacles and environment for the challenge and
compete directly with the challenger. An advocate Balance (Balance check): The obstacle involves
lowers obstacles placed in the challenger’s path by maintaining centre despite almost overwhelming
the impediment; said Immortal must work diligently difficulties. Typical examples include walking on
to prevent the challenger from reaching one of the a narrow ledge during a windstorm, hopping from
challenge stages. Guides assist the challenger by pillar to pillar over a raging fire or not falling into
making sure he knows what difficulty he will face a pool of acid while walking across a rolling stone
next, while aids provide alternately gentle and harsh cylinder.
coaching as the situation demands.
Control (Tumble check): The obstacle involves
Challenge Structure absolute control over the challenger’s body. Typical
A challenge of grace involves the following three examples include sudden stops to avoid dropping
stages: into a bottomless chasm, twisting and leaping up a
sheer surface or controlling a fall with tension and
Set the Course (Stage One): When the challenger relaxation across the palms.
first takes up a challenge of grace he has the
opportunity to negotiate the course obstacles with Flexibility (Escape Artist check): The obstacle
the antagonist. This negotiation can take one day or involves contortion. Typical examples include
several, depending on the environment surrounding slipping through a very tight crack, grasping an
the event. A ‘spontaneous’ decision to race might object and removing it by contorting the arm and
necessitate no more than a handshake, while a race fitting into a box lower and narrower than the
that commemorates an event at time’s beginning distance from the challenger’s knees to the ground.
could call for weeks or even months of discussion.
Grace (Move Silently check): The obstacle involves
Regardless of the amount of time invested the stage careful, controlled motion. Typical examples
one mechanics involve a contested Diplomacy vs. include carrying a pot of water on the head over a
Diplomacy check. For every 5 points by which rough surface without spilling a drop, performing a
the challenger’s check exceeds the antagonist’s he dance without jingling a bell the performer carries or
may either reduce the difficulty of a challenge by walking over rice paper without leaving a footprint.
2 points or select the check required for one of the
challenges. Speed (Run feat and base movement): the obstacle
involves raw, outright speed. The challenger
Challenge of Grace Information Table must sprint his target, whether it be a rolling
Apotheosis Skill Number of ball or an avatar of the wind.
Level Check DC Course Obstacles Base Speed
Mortal 38 5 40 ft. If he overcomes a majority of the obstacles
Aspirant 42 5 60 ft. he successfully completes this stage. Failure
Wielder 46 5 100 ft.
results in whatever appropriate penalties
the Games Master assesses based on the
Illuminated 50 7 120 ft.
environmental factors the challenger failed to
Immortal 54 9 140 ft. overcome.
207
CHALLENGES
The Final Push (Stage Three): When the challenger variations on the traditional form if he can present a
overcomes (or fails to overcome) the last obstacle in sufficiently persuasive argument. If the Immortals
the course he faces one final confrontation: a race and gods learn of the challenge before it occurs they
against the antagonist himself. The antagonist usually line the race path to watch the challenger
may select any one of the above forms in which to
compete. This is a single roll, with the challenger
completing this stage if he wins.
Challenge of the Hunt
When the challenger takes up the challenge of the
hunt he sets out in search of a legendary beast with
Structural Variations nothing but his skills and a simple weapon. The two
Quests, tests and trials may require the following spend the next few weeks circling one another until
variations. they meet in a final, desperate battle. In accordance
with the ancient rules governing the hunt the
Quests force the challenger to overcome one obstacle challenger may not use any magical or Immortal
per location. At the end of each successfully powers he possesses. A hunter who can defeat his
completed obstacle the challenger’s assistants, foe without killing it, either by domesticating it or by
guides and resources may provide him with aid as running it to exhaustion, gains fame as a true hunter
appropriate. rather than a butcher.
In a test the challenger must take each obstacle one An Immortal antagonist may either send out the
after another in a specific order and in a set amount beast or transform himself into the creature the
of time. This is the most traditional form of this challenger must hunt. In the latter case the rules
challenge; a race or obstacle course the challenger of the hunt forbid the antagonist from using his
must complete in a short timeframe. Very traditional Immortal powers, though he may still use whatever
antagonists will usually make this challenge from mortal skills he possesses.
dawn to dusk, in honour of the first challenge of
grace ever attempted. Immortal advocates, guides and resources all work
behind the scenes during a hunt. The challenger
In a trial the challenger faces progressively more does not have to work alone but he does have to
talented opposition at each race obstacle. This succeed mostly on his own skills. This stipulation
means he does not know how hard the obstacle will causes Immortals bound to his assistance to work in
be, although ‘difficult’ would undoubtedly be a good subtle ways: leaving trail-markers, redirecting game
assessment. into his path, sending omens about the weather or
similar activities all fall within this scope.
Race against the Wind
Type: Test Challenge Structure
Described Apotheosis Level: Wielder A challenge of the hunt progresses through the
Number of Course Obstacles: 7 following stages:
Order of Obstacles: agility, balance, control,
flexibility, grace, speed and speed Finding the Trail (Stage One): When the
Skill Check DC: 46 challenger first takes up this challenge the antagonist
or challenge sponsor sends him into the wilds with
When an Immortal swears to serve the lords of a simple weapon and whatever clothing he needs
strength they will test his resolve and his worthiness to keep the water off. From there he must find his
by re-enacting the first challenge of grace. This race, target’s trail by making a Survival check. If he finds
run between the first wind elemental and the lord of the trail, he may make a Knowledge (nature) check
strength himself, took place from dawn to dusk after to identify the target creature.
the second dawn to light the world.
The challenger can take up to three days to find
The race traditionally uses the following obstacles: the target’s trail. If he cannot find the trail in the
agility, balance, control, flexibility, grace, speed and appointed time the target will reveal itself to him then
speed. The course runs up and over the mountain run off. If the target must reveal itself the challenger
at the heart of the world. During the negotiation fails this stage but may progress to stage two.
process the challenger may be able to ask for slight
208
CHALLENGES
Close the Gap (Stage Two): After the challenger Challenge of the Hunt Information Table
finds the trail he must close the gap between the Apotheosis Skill Check Days Will
target and himself. The gap starts at a number of Level DC Apart Save
days based on the challenger’s apotheosis step. Mortal 38 2 24
Each day the challenger and the target make an
Aspirant 42 3 27
opposed Survival check. By the end of the total
number of days allocated the challenger must have Wielder 46 4 30
more successes than the target or the target presents Illuminated 50 5 33
himself to the challenger and the challenger loses Immortal 54 6 36
this stage. the creature. In order to do this he has three options:
chasing it down, engaging it in combat or using wild
Facing Nature’s Wrath (Stage Three): Every night empathy.
the challenger must face an environmental condition
(heat, cold, etc) appropriate to the setting. If he If he chooses to chase the target down the two enter
suffers no negative effects from the majority of these into a foot race. Every ten rounds they both must
environmental conditions he succeeds at this stage. make a Fortitude save. Each one that fails takes 1d4
Constitution damage. If the challenger fails three
The DC of any skill check required to resist this times before the target does the target gets away. If
condition is raised to the DC specified for the the target fails three times before the challenger does
challenge. The DC of any saving throw is likewise the challenger catches it just as it falls to the earth.
increased in order to provide the challenger with a
suitable threat. The challenger may, if he wishes, engage the target
in personal combat using his simple weapon and his
The Final Confrontation (Stage Four): Regardless mortal skills. This is resolved as a normal combat,
of how the challenger comes to it, when he finally with the challenger forced to avoid using both his
meets up with the target he must somehow overcome magical abilities and his Immortal gifts. If he
violates this rule he fails this stage even if he defeats
the target.
Structural Variations
Quests, tests and trials may require the following
variations.
209
CHALLENGES
protect the target, sending dire and legendary animal takes no more than a few minutes as the two sides
opposition equal with CR equal to the challenger’s agree to variations on the ancient format.
mortal levels plus his total victories against him each
day. The challenger may use any of the powers at his Once the negotiations begin the two parties make
disposal to answer these threats without violating the a contested Diplomacy vs. Diplomacy check. For
challenge rules. every five points by which the challenger’s check
exceeds the antagonists he may either reduce the
The Great Hunt difficulty of a challenge by two points or select the
Type: Quest check required for one of the challenges.
Described Apotheosis Level: Aspirant
The Great Debate (Stage Two): Once the
In order for an aspirant to prove his worth to the negotiations finish the antagonist and the challenger
animal spirits he must demonstrate his mastery over move into the challenge proper. The antagonist poses
the environment. So that he has this opportunity the problems or riddles to the challenger, who must then
animal spirits awaken one of their number, asleep use a skill or attribute to resolve it successfully.
since the time of legends, to walk the earth once
more. The challenger must hunt this beast down and The challenger must answer each question by making
defeat it before the animals will trust him with their a Knowledge check. Each question must address a
greater secrets. different area of Knowledge, unless the challenger
used his ability to set the check from stage one in
order to make two or more of the checks the same.
Challenge of Insight
When a challenger takes up a challenge of insight he The challenger must answer a number of questions
pits his mind against the world’s infinite wonders. determined by his apotheosis level. He wins the
If he can tease out the answer to ancient riddles stage if he successfully resolves the majority of the
and articulate them so that other, lesser minds questions.
can understand them, then he passes through the
challenge unscathed. If he fails, then the mysteries A Final Riddle (Stage Three): When the challenger
behind the challenge remain forever barred. finishes answering the questions posed above he
enters the final challenge stage. At this point he and
An Immortal playing the antagonist’s role in the antagonist fall into a riddle game resolved by a
this kind of challenge may pose the riddles in an single Intelligence vs. Intelligence attribute check.
aggressive fashion or take on a more subtle role If the challenger wins this check he succeeds at this
acting as a mentor or even a guide. In the latter case stage.
the Immortal’s intentions and interactions with the
challenger do not have the benign interest marking a
Structural Variations
true guide. Instead, he acts to draw the challenger’s
Quests, tests and trials may require the following
attention to things ‘far outside the grasp of his small
variations.
mind and limited imagination’.
During a quest the challenger must travel, usually
Immortals acting in the impediment role take on a
to a wellspring, before being allowed to answer a
unique importance in a challenge of insight. They
question. Once he answers the question he must
may ask the challenger riddles, act to confuse the
travel to another wellspring before taking up the next.
challenger while he ponders his options or even try
Each time the challenger journeys he lays himself
to talk the challenger out of the right answer.
open to the dangers of the roads and anything the
antagonist or impediments have in store for him.
Challenge Structure
A challenge of insight progresses through the Traditionally the challenge of intellect takes the
following stages: form of a test. The antagonist and the challenger
sit face to face, with the antagonist asking questions
Set the Stage (Stage One): When the challenger first and the challenger firing back answers based on his
takes up a challenge of insight he and the antagonist extensive knowledge of the world. The antagonist
must agree to the challenge terms. This negotiation does his level best to intimidate the challenger into
210
CHALLENGES
When an Immortal wishes to progress in his Hear the Call (Stage One): Once the challenger
relationship with the power of the stars he must sets out on the challenge of leadership he must wait
demonstrate his knowledge not only of what is but of for the world to present his target. This presentation
what might come to pass. In order to do this he must usually takes a relatively simple form: an overheard
stand on Sargon’s Stone and demand that the world rumour, a chance encounter or a bit of untruth that
send him a guide. When this guide appears the two reaches the challenger’s ears before it spreads to the
must, by tradition and law, agree on what questions rest of the world. In order to recognise this call the
will be asked. challenger must make a bardic knowledge, Gather
Information or Knowledge (local) check.
Once the two come to a clear agreement the guide
(really an antagonist) walks the challenger through The challenger gets three chances to hear the call.
space and time. Each time they stop the antagonist If he fails on all three the world provides him with
shows the challenger a false truth; it is up to the enough information to identify his target without
challenger to discover what is wrong and correct the such subtle means: invasions, natural disasters and
antagonist’s version before moving forward. even worse calamities almost always attract the
attention of even the densest challenger.
211
CHALLENGES
If the challenger succeeds at this stage he gains When the challenger brings advocates in to assist the
a +1 bonus to his skill checks for the rest of the people he must make a Diplomacy check to convince
challenge. them to provide aid. If he fails this skill check he
fails this stage task.
Come Unto Them as the Blaze of Dawn (Stage
Two): Once the challenger identifies his target If the challenger succeeds at the majority of the stage
people he must take actions bringing himself to portions he succeeds at the stage. Otherwise he fails
their attention. These actions must match their need, the stage. In either case, after having essayed all of
provide them with some relief and be impressive the tasks, he must progress to the fourth and final
enough to leave a lasting impression. stage.
The challenger must overcome a number of calamities Control the Raging Fire (Stage Four): Once
based on his apotheosis step. The antagonist must the challenger deals with the calamities, removes
provide the challenger with sufficient calamities, impediments and draws advocates into the fray he can
although he does not have to guide the challenger directly confront the antagonist or the antagonist’s
to them by the nose. The challenger or a participant proxy. The two have 24 hours to resolve the dispute;
may make a Gather Information or Knowledge if the challenger cannot make the antagonist flee or
(local) check to identify these calamities as they stop he loses this stage.
arise. Traditional calamities include bandits, fires,
floods and torrential rains that destroy a kingdom’s Structural Variations
crops. Quests, tests and trials may require the following
variations.
If the challenger successfully resolves the majority
of the opportunities in a way that helps rather than When this challenge takes the form of a quest the
hurts the target people he succeeds at this stage of challenger must journey far outside of the people’s
the challenge. Once all of the opportunities pass the land to find advocates willing to assist them. Each
challenger passes into stage three whether he wants advocate requires a separate journey; each journey
to or not. forces the challenger to overcome whatever obstacles
the antagonist feels fit to put into his way.
Raise the Hearts (Stage Three): In the third stage
the challenger takes decisive action to deal with Conversely, a test of leadership takes place in a very
the target people’s issues. This action involves limited space of time. The challenger has one week
either removing impediments or bringing advocates to do what others accomplish in a lifetime. These
into the fray on the people’s side. The challenger highly compressed tests force the challenger to
may pass one or both in order to meet the stage overcome not only the opposition but time and space
requirements as established by the antagonist. itself as he races from one end of the multiverse to
the other.
When the challenger removes an impediment he can
either defeat the impediment in battle or negotiate
A trial combines the worst aspects of a quest and a
with him to end his persecution. In either case if he
test. The challenger must fight his way through ever-
fails to remove the impediment he is unsuccessful at
growing hordes of opposition while dealing with
this stage. calamity after calamity. Every time he successfully
overcomes one difficulty he accidentally spawns
two more. Trials are wonderful
Challenge of Leadership Information opportunities for large groups of
Stage Two: Stage Three: participants to step forward, dividing
Apotheosis Skill Number of Impediments Will the seemingly enormous number of
Level Check DC Calamities and Advocates Save problems among themselves then
Mortal 38 3 1 24 scattering to deal with them.
Aspirant 42 3 3 27
Wielder 46 5 5 30 Alliance of Light
Illuminated 50 5 7 33 Type: Quest
Immortal 54 7 9 36 Described Apotheosis Level: Aspirant
212
CHALLENGES
Impediments and Advocates: 2 Impediments, 1 or Knowledge (nature) check to identify it. If the
Advocate character needs to spark the target’s life he must
Number of Calamities: 3 (A great flood, a plague make a Healing check; if it involves the creation of a
and a wild fire engulfing the farm lands) new form of life he must make a Knowledge (nature)
Skill Check DC: 42 check to realise no existing life can fill the need.
When the leader of a good people wishes the best for If the challenger succeeds at this stage he receives a
them he will dare to attempt the alliance of light. In +1 bonus to all further skill checks. Should he fail
so doing he makes his people a target for one of the the target makes it clear he needs the challenger’s
great demon princes. This prince sends destruction assistance in some fashion.
and woe into the land, unleashing not only natural
phenomena but also at least two of his strongest Two Lives Together (Stage Two): When the
lieutenants. The challenger must stave off the challenger finds his target he must make a Healing
resulting destruction while simultaneously pleading check to bind their spirits together. If he succeeds
with the celestial host to come to his people’s aid. If he takes 1d10 damage and the target stabilises. If he
he is successful he may eventually cross blades with fails, he takes 2d10 damage and the target stabilises.
the demon prince himself.
Each round the challenger makes either Healing (to
spark life) or a Knowledge (nature) (to create life)
Challenge of Life check. Each time he succeeds he marks one success
When a challenger takes up the challenge of life
and takes 1d10 damage. Each time he fails he takes
he faces one of the greatest struggles a mortal or
2d10 damage. Advocates, assistants and participants
Immortal can undertake. He must somehow spark
may not heal him between or during skill checks but
life. Mortals engage in this act without thought
may provide him with advice and counsel.
or control, but he must do it in a specific time,
fashion and using methods designed to bring life
The challenger may quit this stage at any time. If
to a particular thing. This challenge involves either
he has not yet achieved the number of successes
creating a new kind of life for a particular purpose
required then he fails this challenge stage. In the
or rekindling the life within an already broken
case of Heal checks this means the creature the
shell. Both acts require the utmost patience and
challenger tends will die. For Knowledge (nature)
determination on the challenger’s part.
checks it means the challenger did not create the new
life and the creature that needed it to live will die
Challenge Structure shortly thereafter.
A challenge of life progresses through the following
stages: Two Lives, Two Beats (Stage Three): Regardless
of the challenger’s success or failure in stage two he
Life Calls to Life (Stage One): When a challenger must break the bond between the target’s life and
embarks on a challenge of life he must wait for his own or suffer its fate forever. The challenger
the world to present him a target. This typically does this by, each round, making both a Will and a
happens within 1d4 days of the challenger issuing Fortitude save. He must attempt a number of these
his challenge, but it could take longer at the saves based on his apotheosis step.
Games Master’s discretion. When the challenger
encounters his target he must make either a Healing
Each save carries its own price for failure. When
the challenger fails his Will
Challenge of Life Information save he suffers a –1 penalty
Stage Two: Number Stage Three: to all future saving throws in
Apotheosis Skill of Successes Number of Saves Save the challenge. When he fails
Level Check DC Required Required DC the Fortitude save he takes
Mortal 38 3 1 24 1d6 damage to each of the
Aspirant 42 5 3 27 following abilities: Strength,
Wielder 46 8 3 30 Dexterity and Constitution.
Illuminated 50 11 5 33
Immortal 54 14 5 36
213
CHALLENGES
What is the difference between sparking life and creating something new?
An astute reader will notice that in both of these proposed cases the character needs to save a ‘target’ and
invests a random amount of hit points into doing so. What then, exactly, distinguishes the two?
When a challenger sparks life he lays hands on a living or recently dead creature and pours his life force into
it in order to bring it back to life. This resurrection takes a great deal out of the challenger but allows him to
prove his dedication to the healing arts. Conversely, when a challenger creates life he creates a plant or animal
with the ability to heal an injured or dead target. This creation exists only long enough to fulfil its purpose
then vanishes back into the netherworld from which it came.
214
CHALLENGES
skill check gives the challenger a re-roll he may use Challenge of Judgement Information
during any of the next three stages. He may only Apotheosis
make a skill check once with a given skill. Level Skill Check DC Number of Sides
Mortal 38 2
If the challenger fails the majority of these rolls he
Aspirant 42 3
fails this challenge stage.
Wielder 46 4
Hearing the Case (Stage Two): When the Illuminated 50 5
challenger finishes establishing his credentials he Immortal 54 6
must then hear the various arguments presented in Problems of fact, in which the presenter misstated
the case. Each side will make a presentation taking a point of information, require the challenger to
1d4 days at the end of which time the challenger make an appropriate Knowledge check or to spend
must make a contested Sense Motive vs. either 20 levels of divination spells determining the truth.
the presenter’s Bluff or Diplomacy check. If the Success allows the challenger access to the correct
presenter wins the challenger believes everything he factual information regardless of any attempts made
presented to be, if not the facts, at least correct from to obscure it.
the presenter’s point of view. If the challenger wins
he can identify areas (1d4 per presenter) where the Problems of perception, in which the presenter spoke
presenter introduced a problem into his argument. about the political ramifications of the case, require
The Games Master determines the type of problem the challenger to make a Gather Information check.
from the following list: problems of argument, A successful skill check gives the challenger clear
divine law, fact and perception. understanding of the referenced point.
Each time the challenger wins he gains another area If the challenger succeeds at the majority of these
he can investigate during stage three. If he wins the skill checks he successfully negotiates this stage. If
majority of these contests he emerges victorious he or his fellow participants instead fail the majority
from this challenge stage. they fail the stage.
If the challenger fails all of these checks he fails to Cast a Verdict (Stage Four): Once the challenger
pass into stage three and must proceed directly to finishes weighing the truth he must issue a verdict
stage four. based on his best judgement. The Games Master
then weighs whether or not the judgement’s results
Weighing the Truth (Stage Three): When match up with the challenger’s stated alignment and
the challenger hears the last arguments he may his covenant agreements.
deliberate on the truth for one day. During this
time he may investigate the areas where the various If the challenger wishes he may make a Knowledge
presenters failed to completely elucidate their points (history) check before issuing his judgement. If he
or loosely interpreted the law. The skills or abilities is successful he may ask the Games Master a number
used to determine the truth in these matters depends of questions about the judgement’s ramifications
on the type of problem presented: equal to his Intelligence modifier.
Problems of argument, in which the presenter If the Games Master feels the judgement favours
introduced logical fallacies in order to bolster his the challenger’s alignment and covenants, as well as
case, require a Perform (oratory) check to identify the truth of the case and divine law, the challenger
and correct. succeeds at this stage of the challenge.
Problems of divine law, in which the presenter
ignored divine laws or traditions, require the
Structural Variations
Quests, tests and trials may require the following
challenger to make a Knowledge (religion) check.
variations.
A successful skill check permits the challenger
to uncover the proper interpretation of the law in
A quest of judgement requires the challenger to
question.
travel to meet with the various parties. Each of
215
CHALLENGES
216
CHALLENGES
217
CHALLENGES
he weaves power. A trial of power usually provides well. No matter how confusing things become the
the challenger’s friends and fellow participants with challenger must keep his head or lose everything,
an incredible opportunity to prove their worth; while including his current life.
their friend does his duty they stand against all the
forces of heaven and hell. Immortals have little to do in the challenge of the
mirror. Once the challenger begins to face himself
Closing the Gates of Time nothing else really matters. They may speak to him
Type: Trial before or during his experiences with his reflected
Described Apotheosis Level: Immortal life, but in the end it is the challenger’s personal
Skill Check DC: 54 strength that wins through.
Spell Levels Required Per Point: 70
Schools Required Per Point: 5 (abjuration, Challenge Structure
conjuration, invocation, illusion and transformation) The challenge of the mirror forces the challenger to
Points in Stage Two: 9 go through a number of the following stages. These
Saving Throw DC: 33 stages do not follow the same, structured sequence
Wellspring: The Darkness Under the Mountain presented with most challenges. Instead, the Games
(evil) Master may mix and match them to create the
desired effect.
Long ago an Immortal who drank deeply of mythic
evil discovered a way to overthrow the balance of In all cases the character and his reflections share the
power supporting the universe. He worked out a same hit points, even if they have radically different
way to open a portal back into the beginning of time, abilities. Any damage done to the challenger appears
to the moment just before the gods wove the world. in the reflection and vice versa.
With this knowledge he opened this portal within
one of the deepest pits of darkness, with the intent All of the variant stages in a challenge of the mirror
of allowing mythic evil to decide the world’s form. use the same mechanics. Regardless of what the
Only the quick action of several gods and the great Yi challenger encounters or what he sees he must make
itself stops this gate from opening. Now, once every a Spot check at intervals determined by the Games
century the forces of evil attempt to open the gate Master. If he succeeds he sees a doorway leading out
and the lords of magic must send a representative to of the challenge and into the unknown. He must turn
prevent that from happening. his back on whatever aspect of himself he faces and
step through. If he fails the Spot check or allows the
Once the challenger steps into the Darkness Under environment to distract him he loses that chance to
the Mountain he and his friends come under step through. Ordinarily a challenger receives two or
increasing waves of infernal assault. The first few three chances to continue. Only after refusing each
waves of attackers do not include Immortals among opportunity does the challenger fail.
their number; however, as the challenger progresses
through the points and rebuilds the seals Immortals Failure to pass a stage in the challenge of the mirror
bound to mythic evil put in an appearance. typically results in the challenger’s immediate death
Fortunately for the world the challenger does not or his reincarnation as someone totally different
have to reset all of the seals; a majority will keep the from what he once was. The Games Master and the
gate sealed for another century. player should feel free to imagine exactly what this
new incarnation looks like and how it differs from
the original. The world itself does not change; the
Challenge of the Mirror
When a challenger essays the challenge of the mirror
he agrees to face his past, his present and potentially Participants and the Mirror
his future. In facing himself the challenger must This is one of the few challenges where the
not only explore his own destiny, but also deep challenger must enter and face the challenge
questions about what he wants and where he comes completely alone. However, the other players
from. Unfortunately for more aggressively minded can wile away the time by playing variations
challengers, the mirror does not create separate on their own characters introduced into the
realities; each image of himself is the challenger challenger’s reflected lives.
and anything that happens to it happens to him as
218
CHALLENGES
character’s friends and foes all remember him as he Challenge of the Mirror Information Table
once was rather then how he now believes himself Apotheosis Skill Check Number
to be. Level DC of Stages Chances
Mortal 38 3 3
The variant stages are:
Aspirant 42 3 2
Wielder 46 5 2
Facing an Altered Self: In this stage the challenger
faces a version of himself with opposed alignment Illuminated 50 5 1
(one or more) and a radically different background. Immortal 54 7 1
This altered self berates the challenger over the Quests of the mirror force the challenger to travel in
foolish decisions that lead the challenger to this order to meet his various selves. He is vulnerable
impasse. If the two have opposite alignments he to attack or distraction while on the road. These
may also attack. The challenger must deal with his distractions rarely amount to much; the challenge
altered self and its actions while searching for the of the mirror is dangerous enough without posing
way forward. additional problems.
In some cases the challenger must also prevent the The challenge of the mirror traditionally takes the
altered self from stepping through the portal out form of a test, but it could be a trial as well. A trial
without killing them both. of the mirror always involves successively more
dangerous versions of the challenger who would like
Facing the Past: In this stage the challenger enters nothing better than to supplant the challenger in the
a recreation of one of the most embarrassing, ‘real’ world.
humiliating or just outright foolish moments of
his life. He has the abilities, levels and powers he
possessed at that moment, but all of the knowledge Three Rings of Mastery
and skill he currently wields. As the scene unfolds Type: Test
the portals to the next challenge stage open, forcing Described Apotheosis Level: Mortal
him to choose between correcting his past and Chances: 3
moving into the future. Number of Stages: 3
Stages: Facing the Past, Facing the Future, Facing
Games Masters are encouraged to record particularly an Alternate Self (fighter)
foolish moments in the character’s chequered history Skill Check DC: 38
in order to use them during these stages. Wellspring: The Tree of Yu (magic)
Facing the Future: In this stage the challenger When an elfin lord wishes to start down the Steps
faces a troublesome or seductive future as his future from Grove to Grove he must first walk into the Tree
self. Troublesome futures engage the challenger in of Yu. There, the Tree presents him three visions of
problems he wants to solve (with the attendant perks) what he is: one from his past, one from his future
while seductive futures give him everything he ever and one that embodies his life if he gave in to the
dreamed of. The challenge presents the challenger rage simmering in every elven heart. If he can shake
with problems he could solve as his future self while free of the past, avoid the seduction of the future and
simultaneously opening the portal back into the avoid death at his own angry hands he emerges as
challenge proper. Each time the challenger ignores an Aspirant Immortal, ready to walk the path into
the portal out he gains more knowledge and power legends.
from his future self. Once he leaves the stage he
loses that knowledge and power, although he retains Challenge of Steel
the memory of possessing it. After participating in the intricate subtleties of some
challenges many once-mortal challengers find the
Structural Variations straightforward action involved with the challenge
Quests, tests and trials may require the following of steel a refreshing change of pace. Unlike the
variations. other challenges, where one faces ambiguous powers
and deadly shadows, the challenge of steel involves
facing opponents in the light of day with a blade in
hand and red blood on the ground.
219
CHALLENGES
This does not mean that a challenge of steel lacks of their opponents those who did win can face off
complications though. Immortal antagonists and with the remaining opponents in a single battle.
impediments delight in throwing odd twists at the
would-be champion. Nothing delights them so So long as the challenger survives he can move on to
much as forcing the warrior to make moral decisions stage three. However, he only succeeds at this stage
before he enters his fights. In particular, many if he and his friends achieve a clear majority of wins
Immortals invest common people (and sometimes during the first pass.
the challenger’s loved ones), with amazing powers
just to see if the challenger will strike them down in The Final Conflict (Stage Three): In the third
his personal quest for glory. challenge the challenger and antagonist finally meet
in a battle royal. The antagonist may pull out all of
Advocates, assistants and guides must stay out of the the stops and receives additional powers from the
direct fighting but may work with their challengers world if he needs them to match the challenger’s
in between rounds. Resources may grant boons strength. If the challenger wins this combat he
between the rounds as well, helping the challengers succeeds at this stage.
prepare themselves for the next wave of opposition.
Structural Variations
This challenge scales well to large, combat-ready Quests, tests and trials may require the following
groups. Participants can face various opponents variations.
while clearing the way for the challenger to face the
antagonist. Quests involve the challenger and his fellow
participants journeying through the world to various
Challenge Structure places of renown. At each place they encounter
A challenge of steel progresses through the following another opponent. Either the challenger or one
stages: of the participants must step forward to meet the
opponent in single combat.
Enter the Arena (Stage One): When the challenger
steps forward to meet a challenge of steel he must In a test of steel the challenger and his friends have
do so in keeping with the ancient traditions and no pause for breath between conflicts. Fortunately,
laws of the god’s contests. In order to successfully the same holds true of the various opponents. As
follow this ritual each of the participants must make the two sides wear one another out the challenge
a Knowledge (religion) skill check followed by a becomes as much a test of wills and resources as it is
Concentration skill check. If the challenger fails of martial and magical might.
either check he fails the stage. If he succeeds at both
checks the challenger gains a +1 bonus to attack and Traditionally this challenge takes the form of a
damage rolls throughout the challenge. trial; the weaker opponents step forward to test the
challenger then the antagonist unveils his full might
Meet the Challenge (Stage Two): In the second in order to break him.
stage the challenger and the other participants
engage in one-on-one conflicts with a variety of foes. The Tournament of Champions
Each foe is at least equal to the character he faces. Type: Quest
If the challenger and the participants overcome the Described Apotheosis Level: Aspirant
majority of their foes they can move on to the next Number of Opponents: 7
stage. If, conversely, they do not defeat the majority Wellspring: The Coliseum (victory)
Challenge of Steel Information When an Immortal takes up a challenge of steel he
Apotheosis Number of often enters the Tournament of Champions. Seven
Level Opponents Challenger Level or more other Immortals enter the Tournament to
Mortal 5 Same Level fight and if need be to die in order to place their
Aspirant 7 Level +2 Aspirant hand on the sacred stone and receive a laurel crown.
Wielder 9 Level +2 Wielder The final combat is always against the Tournament’s
Illuminated 11 Level +4 Illuminated organiser, a wise old being who may be an outsider,
Immortal 14 Level +4 Immortal a god or something else entirely.
220
CHALLENGES
221
CHALLENGES
bound them to the gate frame still hang from the The Torments of the Soul (Stage Two): Once the
100-foot tall posts, awaiting a mortal or Immortal challenger establishes his concentration he must
daring enough to draw them up once more. wait for the antagonist to begin his torments. These
torments usually take the form of visions, but may
When an Immortal wishes to prove his worth to the also include physical or psychological torments as
lords of strength he must stand between these two well. For each torment the challenger must make
posts and draw the gates from their sandy resting both a Will save (to maintain his focus) and a Reflex
place. There he must hold them up for a space of no save (to avoid allowing his vision to be pulled from
less than five hours, enduring whatever punishments his point of focus). If he fails the Reflex save he
come his way. suffers a –2 penalty to his next Will save.
222
CHALLENGES
However, they can also easily become trials if the a very personal something, from one of the great
impediments and antagonist decide that the best way powers of the world. This power, called the mark, is
to prevent the challenger from succeeding is simply usually an opponent of the challengers. By tradition
to remove him. The challenger must break his the challenger must not only humiliate the mark, he
concentration to respond to the attack; if he does not must also take something of great value from him.
wish to fail he must have defenders who will prevent This final step is not strictly speaking necessary, but
the antagonist from killing him outright. it does amuse the gods. Even the antagonist will
most likely crack a grin about it in a few centuries
Five Long Breaths time. Of course, for those few centuries he harbours
Type: Quest a deep seated and long lasting hate for the person
Described Apotheosis Level: Aspirant who humiliated him, but such things just form part
Skill Check DC: 42 of the wit’s life.
Number of Torments: 3
Number of Taunts: 5 Challenge Structure
Wellspring: None A challenge of wit progresses through the following
structure:
The so-called ‘Five Long Breaths’ is a challenge
established in the shadows of the first few days Making the Mark (Stage One): When a challenger
by the lords of magic. It is said that before they first begins the challenge of wit he must find his
would engage in great acts of power they took five ‘mark’, the target he will set up for the fall. Once he
long breaths, during which they spawned avatars finds him, the challenger must perform a number of
of themselves to argue the case against using preparation steps based off his apotheosis step.
their powers. If the avatar could not break their
concentration or convince them not to act they put Mechanically, he must make a number of skill
forth their full power. checks equal to the required number of preparation
steps. He may only use each skill once, but he
Immortals who essay this challenge must call on may use them in any order. The list of appropriate
other Immortals and various spirits to take the place skills includes Bluff, Diplomacy, Disable Device,
of the lord’s avatars, but it still serves much the same Intimidate, Listen, Move Silently, Open Lock,
purpose. The challenger must focus on a single Perform, Search, Sleight of Hand and Use Rope.
thought or plan; the tormentors attempt to break his
concentration and prove to him that it is not a worthy Each success gives the challenger a chance to re-
goal. If he can maintain his focus he learns a great roll a failed skill check in the second stage. If the
deal both about himself and about the thing he would challenger succeeds at the majority of these skill
accomplish. checks he succeeds at this challenge stage.
223
CHALLENGES
224
CHALLENGES
powers will usually finds old crows coming home Great Challenge, without making a skill check, by
to roost as his enemies step in to deal with their the omens and portents surrounding the event.
suddenly weakened foe.
Many Immortals, especially those of Illuminated or
true Immortal stature, will not issue a request for a
Requesting a Great Challenge Great Challenge. Over the centuries or millennia
Once an Immortal reaches the appropriate number of
of their existence they have become content with
victories he may request a Great Challenge from the
their place and their power. To risk everything on
gods. If he does not request a Great Challenge the
the chance for greater power simply does not occur
gods will likely not give him one, although they may
to them. Younger Immortals, especially those with
place one in his path if they find him particularly
adventuring backgrounds, tend to display a more
worthy.
reckless attitude during their first few centuries but
then settle down into the conservative approach so
Once the Immortal requests a Great Challenge the
favoured by those with an infinite amount of time on
gods have one year to respond. They must arrange
their hands.
the challenge within that year’s time, although
they do not have to inform the Immortal of their
intentions. The Immortal will immediately recognise Constructing a
the opening stage of the
Great Challenge
When the Immortal requests
a Great Challenge the Games
Master may build one by taking
three to five of the challenge
structures presented above and
stringing them together into
a quest or trial of interlaced
challenges. The beginning stage
of the first challenge informs the
Immortal of the difficulties he
will face, while the end stage
of each challenge leads the
Immortal to the next difficulty.
225
CHALLENGES
An interesting set of adventures could take place when one or more characters in an adventuring party
find themselves called to take part in a challenge for one of their enemies. A particularly sadistic Games
Master could introduce even more complications by forcing the some of the Immortals into helpful roles
while allowing the rest of the party to act as impediments. One lucky adventurer, usually the one with the
greatest grudge, could become the antagonist. In this latter case the character must decide if he will break
the challenge terms (which does technically violate his covenant once he accepts the role) to get back at his
hated enemy.
Competing in the Great There is a 50% chance that the former Immortal
loses his memories but not his character class
Challenge levels or class abilities. In this case the shock of
As the challenger moves through the Great transitioning back into a mortal form drives the
Challenge he accumulates success and failures. The character temporarily insane. He will regain his
advantages provided by a one of the challenge steps memories over the next 1d4 months.
in the Great Challenge persist throughout the Great
Challenge as well. Abandoning a Great Challenge
If a challenger realises he cannot successfully
Passing a Great Challenge complete a Great Challenge he may attempt to
If the challenger succeeds at the majority of the escape from it. In order to do so he must die during
Great Challenge steps (half the total number rounded one of the encounters. When he restores himself
down +1) he passes the challenge. Even if he will to life (or is restored by his friends) he suffers the
pass the Great Challenge he still must complete all of following additional problems:
the steps, ignoring any statements in the individual
challenge steps stating otherwise. † He has zero Aura. His Aura returns at a rate of
one point per month.
Once the challenger completes the last Great † He has one Hit Point. This damage cannot be
Challenge step he ascends to his new apotheosis restored through magical means or the use of
step. Immortal gifts.
† He cannot cast spells.
Failing a Great Challenge † His Strength, Dexterity and Constitution are all
If the challenger fails to complete the majority of the reduced to eight. He cannot restore them through
Great Challenge steps (half the total number rounded magical means or Immortal gifts but will heal
up +1) he fails the Great Challenge. At this point the naturally given enough time.
following things happen to the former Immortal:
226
THE IMMORTAL WORLD
227
THE IMMORTAL WORLD
228
THE IMMORTAL WORLD
Immortals use their title and the implied rank, abstract or elemental powers. Collations rarely
much the same way mortals do: to impress and to if ever meet; members are therefore expected to
overawe an individual they interact with. These fend for themselves.
titles become particularly important when the
Immortal deals with other Immortals on the same Many collations meet once a decade in a great
path as himself; they establish where the Immortal convocation in order to exchange information and
stands on his path and therefore the behaviour he ideas. Some invite mortal magicians to speak at
can expect from others. their convocations. Others hold them in secret so
as to avoid any possibility of danger. Regardless
of the Immortal’s decision a convocation within
Immortal Hosts an area generally attracts a great deal of attention
Immortals, like both gods and mortals, organise
from mortal magicians and various other powers.
themselves into social groups. However, unlike
mortal or deific social groups, an Immortal
Court: The Immortal host is organised like
associates himself with a particular organisation
a feudal court, with a single great Immortal
when he chooses his path to immortality. The
(usually a Transcendent who used a gift to remain
moment he sets foot onto the path he selects
behind) granting access to wellsprings and further
himself into a group of Immortals and gains access
challenges to advance the lesser members. These
to not only their resources but responsibility for
courts generally stretch back into the misty
dealing with their enemies.
prehistory of the world, when the gods still
worked day and night to ensure the stability of
Types of Immortal Hosts the weave.
The Immortal hosts tend to fall into the following
categories: An Immortal court, especially one with a rival
court, operates much like a mortal nation. It
Army: The immortal host is organised to battle jealously guards its resources (wellsprings) and
an enemy of some sort. Armies are generally organises treaties between itself and other similar
aligned with one or two of the four great mythic groups. All of the Immortals who walk the court’s
powers. Worlds exist where there are eight paths source path must participate in it. If they choose
to Immortality and eight armies of Immortals not to they will never gain access to the court’s
standing guard over those paths. Armies wellsprings or receive their assistance in finding
generally support other armies of the same or challenges.
similar alignments but organise strikes against
the others. Community: The Immortal host is a town or
village of Immortals with their own needs and
An Immortal army will provide new members wants. These communities usually exist on planar
with a great deal of assistance in terms of boundaries or in extremely remote parts of the
information, logistics and resources. In return, it mortal world. The Immortals who live there each
expects the new Immortals to stand on the front invest a small portion of their power to prevent
lines, waging a war that may stretch back to the anyone from trespassing. Mortal trespassers are
dawn of time. If the Immortal does not do as his usually dealt with harshly; Immortals or gods
elders ‘ask’ he may find further challenges, and will face the full wrath of a roused group of
the wellsprings he needs access to in order to Immortals.
advance barred to him.
Immortal communities tend towards a quiet,
Collation: The immortal host is a loose affiliation contemplative existence. The Immortals who
with disparate interests, bound together only live there have chosen to opt out of both mortal
by their interest in Immortality. A collation and Immortal society and do not look favourably
of Immortals usually forms around a path to on those who would try to drag them back into
Immortality dealing exclusively with taps into either.
229
THE IMMORTAL WORLD
Immortals and the Grant of This ability has a profound impact on the
organisation of Immortal society. For example,
Power Immortal armies and courts often force their
Underlying the structure of Immortal society is members to give at least one point of Aura
a simple, harsh truth: the stronger an Immortal per apotheosis step to the commander or ruler.
becomes the more responsibilities he gains Collations do not require any such thing, but
and the more powers he has to discharge these do expect that Immortals share their Aura in
responsibilities, but his personal power will rarely order to attain things of interest to both parties.
be enough to meet his needs. In order to discharge Communities will usually request that any
his responsibilities the Immortal needs help from Immortal wishing to stay in the area for more
others of his kind, both in simple logistical terms than a few decades give a ‘gift of the self’ to the
and in terms of loans of metaphysical power. community defender in the form of at least ¼ of
their Aura.
Mechanically, each member of a group of
Immortals can freely give to another a number Groups of Immortals working to achieve specific
of Aura points equal to their total number of goals can use this ability to appoint a ‘champion’
victories. The Immortal must give this gift of from among their number who carries a great
Aura to an Immortal he can physically touch. He portion of their power. This champion, though,
must also touch the target character to retrieve needs to possess that most dangerous of qualities:
it. There is no limit to the number of Immortals trustworthiness. More than one group of
who can gift an Immortal with a portion of their Immortals has fallen prey to an elder Immortal
power. who agreed to help them, took their Aura and
then ran into the deepest voids never to be seen or
heard on that plane of existence again.
230
THE IMMORTAL WORLD
Immortal Hosts and Deific bit more emphasis on one of the characters than
normal. Only after the characters become deeply
Courts involved with the challenge, fighting their way to
Immortals who sign covenants with the gods are, a long-forgotten wellspring of holy power, does it
by default, members of the deific courts. In a become obvious that things were not, in fact, what
young world this means very little as the gods have they seemed. In that moment, as the challenge
not yet established their rivalries and incestuous comes to its shattering climax, the new Immortal
allegiances. However, in older worlds with highly comes face to face with his destiny.
established pantheons an Immortal involved in a
covenant relationship can spend almost all of his That destiny carries with it a host of new
time dealing with politics involving outsiders, information and dangers. Characters used
gods and the intricate entanglements linking both to considering their actions just within the
to the mortal world. scope of the mortal realm become part of the
intricate alliances binding the mortal, Immortal
When an Immortal belongs to an Immortal Host and celestial/infernal worlds together. Their
the complexity of these situations increases first tentative steps into this world mirror the
exponentially. Armies and courts in particular do confusion and uncertainty present in the players;
not always align themselves with a particular god both are taking the opportunity to learn a radically
or gods. In fact, they may directly oppose gods new and different world.
that some of their members are sworn to serve.
In this case the Immortal will have to make a The challenge structures also give the Games
decision about whether or not he wishes to risk Master a chance to foreshadow his intention to
his covenant relationships or anger an organised include Immortality in his game. A little work
and very aggressive group of Immortals, who can quickly create a half-dozen ‘legends’ for a
could hunt him down and hang his undying body game world out of a handful of challenges. These
from chains over a fathomless pit. stories, given to the players in bits through the
course of five or eight sessions, can establish a
Immortals, sense of recognition in the players when they find
themselves on their first challenge.
Challenges and the
Similarly, the characters’ first encounter with an
Mortal World Immortal does not have to be with one of the
Games Masters, especially those with established great Illuminated or Immortals. An Aspirant
campaigns, who wish to use these rules need to is not that different from any mortal. If one of
come up with a way to introduce them without the characters’ campaign-level enemies were to
completely breaking established continuity. The become an Aspirant with the Rise from the Ashes
sudden appearance of wellsprings, gods who grant gift he would become, in effect, an unkillable
covenants, allegiances where clerics or the ill can thorn in the characters’ side. Their investigation
call up Immortal assistance, not to mention the into why this individual would not stay dead
Immortals themselves, can easily upset anything could, in turn, lead them to a desire to gather
remotely resembling world balance. Immortal power to themselves.
231
THE IMMORTAL WORLD
Immortals and drain their powers for mortal use. him or in some other way trick him into giving
These groups are not necessarily evil, although himself into their power. Then they treat him like
most lack a certain morality or the ‘weakness’ of some kind of superior form of animal, carving out
mercy. hunks of his flesh in order to grant themselves
greater powers.
These groups are: consumers, drinkers, sycophants
and thieves. The fifth kind of Immortal predator, Immortals like to think that consumers are a by-
shadows, occur when the Immortal abuses his gone product of a long-forgotten age. However,
power gifts, and are fully described in the Gifts in truth consumer cults continue to entrap
chapter (pg. 172). Immortals even in the world’s ‘modern age’.
After all, a consumer cult promises all mortals
something they desire: great power without the
Consumers need for sacrifice.
Immortals use the term consumers to refer to all
of those people who have learned how to consume
Consumer cults are generally led by powerful,
a ritually prepared portion of Immortal flesh in
evil magicians who have little regard for mortal
order to share in the Immortal’s powers. Unlike
or Immortal life. They are not, however, willing
when an Immortal uses his Infusion skill to grant
to risk their own lives on the path to immortality.
a mortal his powers, the process of consumption
Most capture no more than one or two Immortals,
is not a willing one. The consumers do not ask
though rumours persist of a cult that has captured
the Immortal for his permission or beg him for
at least two Transcendent beings. If this latter
a boon. Instead they steal into the Immortal’s
group exists they may well wield powers far
chambers in the dead of night, lay an ambush for
beyond anything imaginable in
the mortal world.
Drinkers
As mortals’ understanding of
the arcane arts evolved they
developed means of draining
an Immortal more sophisticated
than simply cooking and eating
his flesh. The pinnacle of these
methods, the rites of drinking
deep of another’s soul allows a
magician or group of magicians
to bind an Immortal in a specific
place (usually a magical circle
or glass orb) and draw his Aura
forth. This Aura then strengthens
the magician’s magic, effectively
catapulting his magical power to
a whole new level.
232
THE IMMORTAL WORLD
others to various dark powers and, of course, the power truly justifies the price depends on the
drinking in Immortal’s souls. The cult will spirit and his ability to achieve his goals before
rarely attempt this latter activity without careful the inevitable end.
preparation. After all, if they try and fail to
capture a powerful Immortal they have both
exposed themselves and made a very dangerous
Thieves
Thieves, like sycophants, usually work alone.
enemy.
However, a thief does not have to learn esoteric
secrets passed on from time out of mind. Instead,
Drinker cults are extremely common in magical
he relies on that simplest of methods for gaining
academies and universities across all worlds. It is
something he wants, first developed by mortals
a short step from studying the world of magic to
shortly after they learned how to use their hands
the hubris required to bind another being to your
– he steals it. Artefacts of all kinds can be easily
eternal service.
dominated, tricked and bamboozled by a talented
mortal mind. By the time the artefact understands
Sycophants what is really going on the thief could be several
Although the first two groups – consumers and planes away from its master, laughing as he trades
drinkers – appear in packs, sycophants can or wields it for his own nefarious ends.
afford a more subtle approach. In fact, they look
much like any other outsider or other creature Stealing from an Immortal, especially one of
an Immortal might call as part of a numen gift. any stature, carries with it a host of risks. These
They act just like normal numen for the duration risks, unfortunately, just seem to drive thieves on.
of their service, even laying down their lives if Nothing excites them quite as much as knowing
called upon to do so. However, all the while the that their mark could destroy them at a moment’s
sycophant works his devilish magic in preparation notice. If the Immortal makes a particular display
for that fateful day when the Immortal attempts to of his powers it just makes the final pay off all the
release him. sweeter.
Each sycophant has learned, usually from a Thieves generally fall into two categories: those
mentor, the not-so-subtle art of holding an looking for power and those looking for a thrill.
Immortal’s Aura within himself once the Immortal If an Immortal falls prey to the latter type he
grants it. No matter how hard the Immortal tries, may see his stolen property again in relatively
he cannot retrieve his Aura through any means short order. After the moment of the theft the
short of killing the sycophant. Unfortunately thrill-seeker quickly loses interest in the object.
this act will pose more complications than the However, the first kind of thief will do everything
Immortal might like, as the spirit now not only in his power to maintain his illicit possession of
has its own strength but all of the strength the the stolen artefact. Unless the artefact itself can
Immortal lent it. Furthermore the creature will, find its way back to the Immortal he may not see
quite happily, flee to the furthest corners of the it again for a mortal lifetime or two. In some
universe rather than give up the fragments of cases this loss matters little. In others, when the
power it now wields. Immortal has invested half or more of his Aura
into the artefact, it can represent a devastating
Immortals not affected by one of these traitorous loss leaving him vulnerable to his enemies and
spirits can sometimes appreciate the guiding his erstwhile friends alike.
irony of their lives. These creatures steal power
from an Immortal in order to set themselves up
as minor gods among their own kind. However,
in so doing they earn the enmity of powers that
could drive them far from the fields they know
and into the vast chaos of the planes. Whether
233
ASPIRATION TO TRANSCENDENCE
Aspiration to
Transcendence
T Damnation
his chapter lays out six potential paths to
immortality. Each path contains a short story For some mortals, the allure of personal power
about the path, a recommended sequence outweighs all other considerations. They will do
of challenges and an example great challenge for anything, say anything and slay anyone in order to
a character walking along it. Some of these paths meet their craving. They may claim more benevolent
model a particular sequence in literature or world motives like a desire to help their families or a need to
mythology while others cover standard d20 tropes. prove their worth in the world, but in truth their need
for power borders on addiction. Regardless of what
The six paths presented here include: they accomplish and whom they slay they can never
have enough.
† Damnation: A path including both taps into
mythic evil and covenants with dark gods in which This addiction leads some mortals to the path of
the Immortal becomes an avatar of darkness in damnation, a way to Immortality born out of mortals’
return for power and eternal life. right to choose evil as well as good. Established
† Path of the God King: A path in which the during the first days by the beings that would become
Immortal makes a covenant with the people of his the demon lords, it seems to lead to great power and
land. In return for their power and immortality he personal satisfaction. However, in the end it does not
agrees to protect them from all ills. lead to apotheosis but instead to eternal slavery at the
† Path of the Darkest Night: A path allowing a hands of evil’s erstwhile masters.
mortal to gain eternal life by infusing his body
with negative energy. Some of the Damned, as the Immortals who walk
† Path of Flame and Fortune: A path dedicated this path call themselves, realise their plight before
to the draconic progression from adulthood into it becomes too late. They drink deeply of powers
Immortality. outside of damnation’s scope then turn those powers
† Steps from Grove To Grove: The elfin path of back on their lords. When they fully break free they
power, in which an elven magician steps up to can become like the gods themselves, only seeped in
become an Immortal avatar of his people. corruption far deeper than anything demons or deities
† Way of Harmony: A druidic path in which the could imagine.
would-be Immortal places his life and power in the
hands of the world’s spirits.
Challenges on the Path
The Games Master should feel free to alter the story The path of damnation moves through the following
information provided with each path to fit his existing challenges:
game world. If he would prefer a different take and
‘feel’ for a path, he can change specific challenges
and even the entire progressive structure.
Description
A mortal’s damnation and his service to the demon
gods of old, begins when he slaughters his family and
closest relatives despite the opposition presented by
the forces of good. If he dedicates this heinous deed
Aspiration to Transcendence in a to the powers of evil they will reward him with eternal
Paragraph youth.
Immortals tend to fall into various traditional
archetypes, closely related to the alignments, As he asks for more power they, in their infinite
classes and races presented in standard d20. wisdom, offer him further opportunities to prove his
The six paths presented here demonstrate how worth to their cause. The Immortal, though, has long
to ‘encode’ all three of these standard categories since passed the point where they ask for little things.
into path structures creating legendary For example, their fifth challenge to the Immortal’s
Immortals. worth, the Demonstration of Loyalty, forces the
234
ASPIRATION TO TRANSCENDENCE
Damnation
Recommended
Challenge Step Name Challenge of: Result Gift
1 A Sacrifice of Things Destruction (family), Quest, Covenant: Eternal Youth
Held Dear Sponsored Evil 1
2 Led Into Temptation Conversion (good to evil), Test, Covenant: Wonder Artefact
Sponsored Evil 2
3 Only the Strongest May Steel, Trial, Sponsored Covenant: Champion’s
Pass Chaos 1 Wisdom
Great Challenge 1 Designed by Games Master for character
4 Corruption of the Truth Judgement, Quest, Sponsored Covenant: Call Evil Outsider
Evil 3 Advisor
5 Demonstration of Loyalty Endurance, Test, Sponsored Covenant: Call Evil Outsider
Chaos 2 Champion
6 Commander of the Lost Leadership, Quest, Sponsored Covenant Shadowed Soul
Evil 4
Great Challenge 2 Designed by Games Master for character
7 Confirmed in Evil The Mirror, Sponsored Covenant: Lord of Evil
Evil 5
Immortal to stand in a cage of iron bars, with spikes Challenge Order: Challenge of Conversion (neutral
pointed at his body, while demons take the form of his good to chaotic evil, virgin humanoid), Challenge
former lovers and family in order to inflict a thousand of Creation (spear of virgin’s bones), Challenge of
unimaginable degradations upon him. the Hunt (targeting an evil Wielder in the Damned’s
hierarchy)
During each test the Damned Immortal takes on
further responsibility for maintaining evil’s reign. For Lajos must hunt down and kill one of the Damned
example, during the fourth challenge, the Corruption ahead of him in the hierarchy (challenge of the hunt,
of the Truth, the Immortal must remove a judge and targeting a Wielder with four victories). For the
corrupt the steady progress of justice so that it causes duration of the hunt both Immortals will not be able
the most harm. By the time the Immortal completes to harm one another except with spears made from
this path he will not only be a corrupt spirit but his the bones of virgins (challenge of creation for the
name will be cursed for a thousand generations Aspirant, gifted to the Wielder target). In order to
because of the deeds he has wrought in the world. insure the spear’s proper creation the Aspirant must
first corrupt the virgin’s heart by leading her to the
Despite his great power, no single demon lord wields edge of a wanton life then slaying her with his own
sufficient power to lead a mortal to apotheosis. Once hands (challenge of conversion).
he leads the Immortal through a challenge in which
he faces and rejects his hope of salvation, the demon
lord can carry his servant no further. However, he Path of the God-King
may attempt to trick the Immortal into believing he Over the centuries many kings, not all of them evil,
has further powers to grant; after all, an Immortal have attempted to convince their people of their
slave is a useful thing when one wishes to dominate divinity. They do this for a wide variety of reasons: a
the world. desire for stability, a need for personal power and the
knowledge that a god can unify a people where a man
cannot. In a world full of magic it takes very little to
An Aspirant’s Great Challenge impress the uneducated masses though scholars and
After surviving his third challenge, the high priest demons will almost certainly know better.
Lajos is ready to challenge for a higher place in the
Hierarchy of the Damned. After considering the Sometimes, through luck and happenstance, a king
character’s background and the player’s abilities the becomes the focal point for his people’s collective
Games Master poses the following Great Challenge: belief and power. In a single moment he becomes
more than mortal: he becomes a god-king in truth.
235
ASPIRATION TO TRANSCENDENCE
The problem with being a god-king, though, is possibility. The possibility that a ruler might so
that the people come to expect his assistance. A capture the imagination of his people that they make
mortal king pretending through the use of magic to him a larger-than-life symbol, fed by the magic of
wield divine powers retains his free will. A god- their souls and the power of their own imaginations.
king, having begun the transition from mortality to
something greater, cannot refuse the people’s call. When this happens the ruler begins to walk down the
His essential nature demands that he lay down his life path of the god-king. His first hesitant step down this
in their cause; fortunately their belief will raise him road almost always comes by blind luck as fortune
up from the ashes should he fall. manoeuvres the appropriate events into play. Once
he becomes an Immortal, though, the gods begin
Most god-kings eventually supplement their powers to take a hand. Each step down the path from then
with taps into the mythic powers their people hold on becomes a torturous journey through the sadistic
dear. This growing relationship with primal forces minds of bored divine beings who sometimes, but not
can lead the god-king to Transcendence, after which always, have the ruler’s best interests at heart. That
he becomes his nation’s patron god. If this happens their efforts lead to the ruler’s deeper bond with the
often enough the nation may, in time, establish its national spirit is an irony not lost on the divinities in
own national pantheon of powers dedicated to its question.
expanding fortunes.
Eventually the god-king will reach the end of the
power his nation can give him. At that time he has
Description a choice: to continue on the path to immortality
In many worlds the ruler of a kingdom claims his through other means or to rule his kingdom forever.
position through ‘divine right’. That is, he claims the What choice he makes and how he lives with the
gods have anointed his rule and that therefore he has ramifications, can change the fate of mortal nations
both the right and the responsibility to rule the people. forever.
The ruler goes on to claim a special relationship with
the gods, a relationship that allows him to intercede
with the gods for his people’s good. A Wielder’s Great Challenge
Tara, the god-queen ruling the mountain nation of
In some worlds this is true; the gods really do lend Kusinstan, has finally completed the proof of ancient
their strength to their chosen rulers. In others, the right by standing under the great waterfall and lifting
ruler is simply a magician or has access to charlatans the cask of the ancient kings in her arms. As she
capable of awing the uneducated with dazzling recovers from her ordeal she also issues a call for a
displays of engineering skill. However, in worlds Great Challenge. The Games Master then prepares
with both magic and gods there arises another the following for her:
236
ASPIRATION TO TRANSCENDENCE
237
ASPIRATION TO TRANSCENDENCE
238
ASPIRATION TO TRANSCENDENCE
of power). Once he gains control of them he will essay the challenges at all. These dragons live out
gather them around himself and move to the hidden their mortal years then pass into history while their
wellspring where the gods chained the lord of the Immortal kin survive forever unchanged.
elder darkness (challenge of will). There he can
unleash them into the wellspring, releasing his god If a sorcerer or a kobold has draconic blood in his
and hopefully bringing about the destruction of the veins he may demand the right to walk this path in
world (challenge of destruction). either of the draconic courts. If he can prove his case
then the dragons will stand aside, allowing him to
take up his place in the flames if he so wishes.
Path of Flame and
Fortune Description
Of all the creatures born to the mortal world only When the gods wove the worlds they intended for
dragons and elves know, without a shadow of a doubt, dragons to represent the pinnacle of mortal power.
they can become gods if they so choose. When the They gifted them with intelligence, magical might and
gods wove the world they deliberately established a the physical strength to rend mountains. However,
way into the heavens for the elves; the dragons simply their creations did not obey the role given to them.
forged one for themselves using their arcane might Taking their incredible power the dragons set out on
and incredible prowess. their own path, eventually discovering the secrets of
immortality for themselves.
The Path of Flame and Fortune is open to all dragons,
regardless of alignment. By ancient agreement The path they eventually codified guides a dragon of
between Nancarus and Yi the two great draconic whatever species from his adulthood into eternity.
courts hold the wellsprings it requires in common. The oldest dragons, Nancarus and Yi, followed a
Guardianship of each wellspring passes from court to different and considerably harder path toward their
court every century, but anyone with draconic blood goal. Now, young dragons can confidently look
may tap the wellspring so long as they can pass its forward to finding advice and counsel as they advance
challenges. towards their inevitable divinity.
Most dragons do not essay the first challenge until Each step along the path of flame and fortune allows
they become adults. A few, in fact, choose never to the young dragon to duplicate not only the actions
239
ASPIRATION TO TRANSCENDENCE
of the gods, but also the actions of the great dragons Steps from Grove to
who became gods themselves. As they emulate these
ancestral heroes the dragons give homage to their Grove
gods in the only way they know how: through blood When the gods wove the world they granted their
and fire. favoured people, the elves, a way to physically ascend
into the purity of divine essence. This path, called in
literature the Steps from Grove to Grove, leads the
An Aspirant’s Great Challenge once-mortal elf into a deeper understanding both of
After recovering from his Passage Through the Wind magic’s place and of its limits in the world. Each
(challenge of grace) the bronze dragon Deiga issues step along the path forces the elf to shed his mortal
a Great Challenge. The dragons that came before limitations while he gains further knowledge.
respond by sending him the following task:
The split in the elven race between the surface
Challenge Order: Challenge of Strength (hollow out dwellers and those who fled deep beneath the earth
a mountain), Challenge of Leadership (dominate a created a dangerous imbalance within the slowly
kobold people), Challenge of Power (set the bounds ascending elvish pantheon. The gods intended for the
of the new kingdom) elves to remain in balance as a pure representation of
how mortals choose to live. Instead, only a handful of
Deiga must go to the great mountains in the heart elves who do not serve chaos and good have risen to
of his desert home. There, he must carve out of become gods in the last three thousand years.
the mountain’s heart a cave suitable for his own
lair, hauling the stones away one by one (challenge Each elf walking the steps must decide for himself
of strength). He must then become the leader of what powers he will serve. The elves that came
the kobold tribes, unifying them against the great before will provide him with guidance and counsel,
threats coming up from the darkness below the world but cannot and will not interfere with his choice.
(challenge of leadership). Once he does so, he may
lay down the bounds of his new kingdom, forging
patterns of power other dragons must both fear and
respect (challenge of power).
240
ASPIRATION TO TRANSCENDENCE
Description that pass these initial tests may step into the tree itself,
where they will face the Three Rings of Mastery.
The greatest and most powerful individuals among the
elven people have an opportunity not given to other Should the elf survive he emerges as an Aspirant
mortals. They can, by following a path approved by Immortal.
the gods, become gods themselves. This spiritual
transformation requires great determination and Further progress along the path to immortality is made
ingenuity on their part, as well as an absolute faith in as the elf journeys along the ‘Great Path’, travelling
their place in the universe. This truth, more so than from one elven land to another. Within each land he
all of the other reasons combined, helps to explain stops to speak with the elven Immortals and face the
elves’ so-called ‘arrogance’ when dealing with other challenge built around the wellspring they guard.
mortals. They know, because the gods told them so,
that they truly are superior beings. When an elf begins this journey he must set aside
his friendships with non-elves. Other mortals are
The Steps from Grove to Grove follow a set, quest-like not welcome along this path. Even their presence
format extending back to the dawn of time. The elven as travelling companions may prove problematic, as
nations guard the wellsprings involved jealously, to the elves have long since given up their willingness
the point of destroying any mortal not of elven blood to trust their greatest secrets into the hands of other
who dares to approach them. They will willingly give creatures.
up (and in many worlds have given up) everything
except the territory surrounding these places. A Wielder’s Great Challenge
Long ago Luinrilion, once a great king among the
Elves who wish to walk the steps must first visit elves and now protector of the Tree of Yu, finished his
the ancient Tree of Yu. There, the Immortals Proof of Elfin Power (challenge of life) by weaving a
of the elven people test them for their plant capable of restoring life to a man whose heart
worthiness and ability. Those was cut out by a wraith’s knife. After centuries of
waiting, he finally issues a call for a Great
Challenge. Powerful deities, mostly
elfin gods of minor stature, consult with
one another and then send forth the
following:
241
ASPIRATION TO TRANSCENDENCE
Way of Harmony
Challenge Step Name Challenge Of: Result Recommended Gift
1 Return to the Past Hunt, Sponsored Animal 1 Brother of the Wild
2 Breaking the Walls of Stone and Destruction, Plant 1 Roots Run Deep
Clay Sponsored
3 Raise up the Broken Soul Life, Sponsored Animal 2 Call Neutral Magical
Beast Champion
Great Challenge 1 Designed by Games Master for character
4 Shatter the Bonds of Silence Hunt, Sponsored Plant 2 Shield of the Will
5 Hold to the Mountain’s Heart Endurance, Tap: Elemental N/A
Sponsored Earth 1
6 Create the Golden Seed Life, Sponsored Plant 3 Wonder Artefact
Great Challenge 2 Designed by Games Master for character
7 Stand Strong over What Once Hunt, Sponsored Animal 3 Weapon Artefact
Was
8 Listen to the Voice of the Wind Mirror, Sponsored Tap: Elemental NA
Wind 1
9 Reach up to the Sky with Green Life, Sponsored Plant 4 Rise from the Ashes
Fingers
Great Challenge 3 Designed by Games Master for character
10 Return the Fire to its Home Hunt, Sponsored Tap: Elemental NA
Fire 1
11 Forge a Heart of Ice and Light
Creation, Tap: Elemental NA
Sponsored Water 1
12 Unleash the Soul Within Life, Sponsored Animal 4 Mountains and Clouds
Great Challenge 4 Designed by Games Master for Character
242
ASPIRATION TO TRANSCENDENCE
An Immortal’s
Great Challenge of
Transcendence
Astley, once a druid priest and now an Immortal for
almost two thousand years, finally sets about issuing
a Great Challenge to Transcend. The great spirits
answer his call with the hope that he will rise high
hollow formed by the First Tree’s roots. There he
to take their needs before the gods. Keeping this in
may meditate upon the truths he believes in while the
mind the Games Master designs the following Great
animals and plants slowly rebuild his body. Once they
Challenge:
do so, an Immortal dedicated to the abstract power of
knowledge will come to question him on his beliefs.
Challenge Order: Challenge of Endurance (hanging
If, despite his adversary’s best efforts, he can hold to
upon the First Tree), Challenge of Will (retaining
them, Astley will finally Transcend the mortal coil to
focus in the darkness before the dawn), Challenge of
become a god in truth as well as power.
Faith (holding true to the druidic creed)
243
IMMORTAL CHARACTERS
Immortal Characters
T
he following characters illustrate a few of From the darkness you hear rasping laughter
the myriad Immortals characters might that races along your bones. Two lamp-like eyes,
encounter as they adventure through the golden with such malice even the gods would
world. These Immortals stand at three separate tremble, cast a lazy gaze down upon you…
stages of the Immortal journey: one has just begun
to explore the Immortal world, one has found a Nancarus has reigned over the Court of Shadows
comfortable place for himself and the other long for ten thousand years. He is a god-emperor, the
ago transcended the mortal coil. alpha and omega of the chromatic dragon world.
His wise old face shows ancient evil and equally
ancient wit, honed through the years into weapons
Nancarus – capable of challenging the gods.
Transcendent Great Although ageless, time has weathered this ancient
Wyrm Red Dragon great wyrm a bit. He is lean rather than muscular
Colossal Dragon (Fire) and his neck in particular looks extremely bony.
Hit Dice: 40d12+400 (660hp) His once glossy red scales long ago sunk to the
Initiative: +4 colour of a burning ember.
Speed: 40 ft. (8 squares), fly 200 ft. (clumsy)
Armour Class: 41 (–8 size, +39 natural) touch 2, The Immortal Lord of the Court of Shadows long
flat-footed 41 ago burned away anything mortal from his spirit.
Base Attack/Grapple: +40/+73 He wields absolute power over his followers and
Attack: +49 melee (bite 4d8+17) will not hesitate to destroy anything that threatens
Full Attack: +49 melee (bite 4d8+17), +44 melee him, them or his plans for the inevitable ascension
(4d6+8, 2 claws), +44 melee (2d8+8, 2 wings), of chromatic dragon-kind.
+44 melee (4d6+25, 1 tail slap)
Space/Reach: 30 ft./20 ft. (30 ft. with bite) His only true foe, Yi the Immortal Dragon of the
Special Attacks: Breath weapon, crush, frightful Sun and Stars, rarely puts in an appearance in the
presence, snatch, spell-like abilities, tail sweep mortal realms. She would rather spend her time
Special Qualities: Damage reduction 20/magic, floating high above the clouds, watching mortals
immunity to fire, sleep and paralysis, immortal toil through their terrible troubles, rather than get
gifts, low-light vision, spell resistance 32, down into the mud and muck.
vulnerability to cold
Saves: Fort +32, Ref +22, Will +30
Abilities: Str 45, Dex 10, Con 31, Int 26, Wis 27,
Combat
Nancarus does not engage in combat with weak
Cha 26
mortal creatures. However, if forced into combat
Skills: Appraise +33, Bluff +51, Channel +28,
by one of his peers he can use the following
Concentration +53, Diplomacy +23, Escape
abilities:
Artist +23, Infuse +28, Intimidate +51, Jump
+40, Knowledge (arcana) +44, Knowledge
Breath Weapon (Ex): 70 ft. cone, damage 24d10
(geography) +32, Knowledge (history) +32,
fire, Reflex save DC 40 half.
Knowledge (nature) +29, Knowledge (planes)
+42, Knowledge (religion) +31, Listen +43,
Crush (Ex): Area 20 feet by 20 feet; Large or
Search +43, Sense Motive +51, Spot +53, Use
smaller opponents take 4d6+25 bludgeoning
Magic Device +51
damage and must succeed on a DC 40 Reflex save
Feats: Alertness, Bane Spell, Cleave, Empower
or be pinned; grapple bonus +73.
Spell, Extend Spell, Flyby Attack, Hover,
Improved Initiative, Improved Sunder, Maximise
Frightful Presence (Ex): 360 ft. radius, HD 40 or
Spell, Power Attack, Widen Spell, Wingover
less, Will DC 38 negates.
Challenge Rating: 40
Alignment: Chaotic Evil
244
IMMORTAL CHARACTERS
Spell-Like Abilities: 12/day – locate object; 3/day firestorm; 8th – create greater undead, greater
– suggestion; 1/day – discern location, find path. spell immunity, incendiary cloud; 9th – elemental
swarm, implosion.
Spells: As a 19th level sorcerer
Sorcerer Spells Known: (6/8/8/8/8/7/7/7/7/5); save Tail Sweep (Ex): 40 ft. half circle, 2d8+25
DC 18 + spell level); 0 – arcane mark, dancing bludgeoning damage to Medium or smaller
lights, detect magic, ghost sound, guidance, mage opponents, Reflex save DC 40 for half damage.
hand, prestidigitation, read magic, resistance;
1st – alarm, chill touch, divine favour, magic
missile, shield; 2nd – cat’s grace, cure moderate
Immortal Abilities
In addition to his fearsome draconic abilities
wounds, darkness, detect thoughts, invisibility; 3rd
Nancarus also wields the power of a Transcendent
– deeper darkness, dispel magic, haste, protection
Immortal. In many ways these powers make him
from elements; 4th – charm monster, emotion,
even more fearsome than the other great wyrms;
restoration, spell immunity; 5th – circle of doom,
they can destroy a nation while he could destroy
feeblemind, shadow evocation, 6th – acid fog,
the world if the whim struck him.
forbiddance, heal; 7th – blaspheme, word of chaos,
Apotheosis Step: Transcendent
Title: Transcendent Soul of Crystal
Fire and Wonder
Total Victories: 12 (Tap: Abstract
Magic 4, Tap: Elemental Fire 6, Tap:
Elemental Earth 2)
Great Challenges: 4
245
IMMORTAL CHARACTERS
246
IMMORTAL CHARACTERS
Sebastian was an old man, old enough to have lost in return for eternal life. He will deal summarily
most of his muscle to the wasting of age, before with anything he perceives as a threat. He also
he became Immortal. He wears soiled robes and a spends enormous amounts of arcane and Immortal
broken/mended rope belt. As he has transitioned energy securing his domain from trespassers.
into lich-hood his eyes have been replaced with Anyone, mortal, Immortal or god, walking on his
burning red embers, while his flesh continues to lands without permission will suffer his wrath.
shrink down to his bones. Magic manifests in his
every motion as little shards of shadows falling
from his fingers as they move through the air.
Combat
Wizard Spells Known: (4/6/6/6/6/5/5/5/5/4; Save
DC 16 + spell level): Sebastian has access to all
Although no one else remembers his history,
wizard/sorcerer spells from Core Rulebook I, he
Sebastian still feels the driving fear of death that
will prepare spells in accordance with his needs
led him to sacrifice his kingdom, his people and
of the moment.
his own new-born son to the powers of darkness
Immortal Attributes
In addition to his impressive
magical abilities Sebastian
wields the power of a true
Immortal. He has focused on
the dominion over elemental
forces and the development of a
handful of powerful servants.
247
IMMORTAL CHARACTERS
248
IMMORTAL CHARACTERS
When he was young, Walther sat on his father’s He has just passed through his first two challenges
knee listening to tales of glory and wonder. He and has not yet realised the dangers he faces.
thrilled to the stories of the great battles of yore, His sword (an artefact gift) and armour (another
when mighty men did glorious deeds in the name artefact gift) shine with his intense confidence.
of right and worthy causes. During those long As he moves towards his next conflict, Walther
dreamy nights he swore he would restore the age prepares himself for what will come by singing
of legend to this fallen world. tales of his own glory to himself.
Aura: 2 (2 invested)
Banes: None
Blessings: None
249
INDEX
Index
A Avatar of Magic 36
Abstract Powers 26 Bastion of Dreams 36
Hate 26 Dreamer’s Curse 35
Aura of Woe 28 Fate’s Fancy 36
Avatar of Hate 27 Gods’ Drums 36
Bastion of Hate 28 Kiss of the Dreamer 36
Bleeding Land 28 Poet’s Folly 35
Blinded Eyes 27 Portal to Many Worlds 36
Cold Fire 28 Sargon’s Stone 37
Eye of the Mountain 28 Spellweaver 35
Hate’s Hands 28 Students of the Secret Fire 36
Hate’s Strength 27 Tree of Yu 37
Hate’s Voice 27 Whispered Dreams 36
Heart of Hate 27 Protection 37
Korin’s Last Stand 29 Aegis of the Sea 39
One Stands Alone 27 Aura of Warding 38
Shrivelled Soul 27 Chamber of Ages 39
Well of Bile 29 Entombed 38
Knowledge 29 Hidebound 38
Aura of Truth 31 Immovable 38
Avatar of Knowledge 30 Inevitable 38
Bastion of Hidden Wisdom 31 Monks of the Silent Hand 39
Books of Wisdom and Truth 31 Moonlit Sanctuary 39
Curse of Wisdom 30 Nature’s Guarding Hand 38
Fate’s Fool 30 Sanctuary 38
Library of the Last Truth 31 Stones of Fire and Shadow 40
Sage’s Insight 30 Triumph 40
Speak Truth 30 Aura of Victory 41
The Still Pool at the Heart of Forever 31 Bastion of the Champion 41
The Throne of Kings and Fools 32 Champion’s Laurel 41
Voices of the Land 31 Coliseum 42
Voice of Ages 30 Competitive 41
Warriors of Enlightenment 31 Compulsive Motion 41
Love 32 Future’s Voice 41
Ancient Standing Stones 34 Gladiators of the Greatest Game 41
Aura of Shining Light 34 Grove of Champions 42
Avatar of Love 33 Heart of the Champion 40
Bastion of Hope 34 Land of Games 41
Bound by the Threefold Law 33 Victory’s Right Hand 41
Defenders of the Future 34 Well of Ill-omens 42
Encompassing Heart 33 An Aspirant’s Great Challenge 240
Fertile Lands 34 An Illuminated’s Great Challenge 238
Healing Hands 33 An Immortal’s Great Challenge of Transcendence 243
Servant of the Threefold Law 33 Apotheosis 8
Slave of the Threefold Law 33 Roleplaying Apotheosis 9
Tears of the Angels 33 The Steps of Apotheosis 9
The Lover’s Leap 34 Artefacts 139
The Tree of Life 35 Artefacts After Death 140
Tree of Heart’s Ease 34 Artefact Abilities 144
Voice of Compassion 33 Artefact Channel and Infuse 142
Magic 35 Artefact Intelligence 143
Aura of Wonder 36 Building an Artefact Gift 140
250
INDEX
251
INDEX
252
INDEX
I Driven Selfishness 67
Immortals, Challenges and the Mortal World 231 Evil’s Manifestations 66
Immortals and Alignment 61 Evil’s Taint 67
Immortals and Gods 18 Hands of Darkness 68
Immortals and Skills 136 Heartfelt Fear 67
Immortals and the Grant of Power 230 Lord of Evil 67
Immortal Arts 133 Sense of Good 66
Immortal Hosts 229 Sickly Flame 68
Immortal Organisation 227 The Darkness Under the Mountain 69
Immortal Path 12 The Hanging Tree 69
Creating Paths to Immortality 13 The Strength of One 67
What are Challenges? 12 Twisted Spirit 67
What are Great Challenges? 13 Good 69
What does Victory bring? 13 Aura of Light 71
Immortal Rank and Titles 228 Bastion of Hope 71
Immortal Roles Establishing a Challenge 193 Defenders of the Right 71
Advocate 194 Good’s Signs 70
Antagonist 193 Hope’s Light 71
Assistant 194 Lord of Good 71
Guide 194 Quality of Mercy 70
Impediment 194 Quiet Altar 71
Resource 195 Selfless Sacrifice 70
Infuse 135 Sense of Evil 70
Increase a Gift’s Strength 135 Shining Throne 72
Retrieve Aura from Infused Power 136 Soul’s Sacrifice 71
Scry Around Infused Target 136 St. Aleric’s Tomb 72
Suppress Gifts 136 Tender Heart 70
The Strength of Many 70
Tower of the Ascendance 73
M Law 73
Mortal Advancement 136 Aura of Stability 75
Mythic Powers 61 Bastion of Law 75
Chaos 62 Bound to the Wheel 75
Aura of Freedom 64 Crystal Pool 75
Bastion of Many Worlds 64 Crystal Throne 76
Broken Chains 64 Disharmony’s Discord 74
By Chaos Touched 63 Law’s Dictates 74
Chaos’ Kin 64 Law’s Enforcers 75
Chaotic Heart 63 Law’s Stasis 74
Chaotic Voice 63 Law’s Symphony 74
Freedom’s Touch 64 Library of All Things 76
Grove among the Pines 65 Light of the Law 74
Guardians of Choice 65 Lord of Law 75
Hall of the Myriad Selves 65 Peace in Root and Branch 75
Lord of Chaos 64 The Hall of Creation 76
Many-Hued Throne 65 Wheel of the Law 74
Pool of Colours 64
Sense of Law 63
Speak with Many Voices 63 N
Evil 65 Nancarus 244
Aura of Shadow 67 Nature of the Collective Powers 94
Bastion of Horrors 67 Numen 164
Bone Throne 68 Duties of the Numen 166
Corrupted Stone 68 Advisor 167
Archon 167
253
INDEX
T
Terms of the Covenant 79
Allegiances 80
Forbidden Aid 81
Letter of the Law 80
Modifications to an Allegiance 81
Petitioning Details 81
Petition Time 81
254
DESIGNER'S NOTES
Designer’s Notes
T
he Book of Immortals did not turn out as I action, allowing the character to do everything from
planned. Mind you, books of this size never summon a ‘riding’ spirit a la voodoo or call up a
turn out as the writer planned, we just have sorcerer wraith and his nine minions.
to accept that as part of the job. Things change,
life continues and we move on. In this case though, The ‘wacky’ rules for Channel and Infuse, as well
The Book of Immortals really did not turn out like I as the highly complex alignment of skills, taps,
planned. So much so that it barely looks like the book covenants and gifts, grew in a similar fashion. The
I set out to write. original rules used a unified bonus structure with
a highly regimented effect set based on the power
The original mandate for the book asked the Mongoose source. However, it read more like a war-game or
writers to create a d20 supplement to enable epic- a stereo manual, so I started to break it down. The
level play without treading over the same old ‘epic’ result is the highly interconnected mass you have in
rules. We needed to create something bigger, grander your hands: a deliberately complex system designed
and more involving than the ‘fight another monster, to, dare I say it, amuse a player for hours as he builds
get another feat’ structure inherent in d20. a perfectly optimised character.
From the resulting slew of ideas grew a pile of This idea leads us to the division between mortal
manuscripts that, in time, ended up on my desk. heroes and Immortals. Mortal heroes, despite their
Within a week I entered the final throes of buying a power, remain a part of the world. They fight, live,
house, then moving and then finally assisting with the love and die in actions writ large by their personal
delivery of my firstborn child. As you skim through power and the choices they make. Immortals, on the
the book you can probably tell exactly what I had to other hand, exist in a much more constrained fashion.
do while writing each section: contemplations on the Their power may resemble that of gods, rather than
joys of life go with pre-childbirth activities, while mortal men, but so too do their limits.
angry polemics against the power elites match up to
any time I had to deal with a bank. Those limits force Immortals to rely on their mortal
hero friends. An Immortal, hedged in with primal
As these elements slowly came together I also realised powers and ancient restrictions, cannot just turn his
this book created a completely separate game that ran back on his responsibilities. These responsibilities
alongside, but did not interfere with, the progression trap him, forcing him to act in specific ways in order
of mortal characters. It, in effect, adds a whole new to avoid the disastrous consequences following a loss
layer of reality to existing games. This structure both of power. A mortal hero, though, owes his power only
helps and hurts the book. It helps in that the Games to himself. If he angers a god or breaks an ancient
Master can easily introduce the elements without law or two on the way to doing something that needs
greatly disturbing an existing game. However, the doing, well these things happen.
linkages between the two ‘game worlds’ can make
said introduction extremely difficult. So, where to now? Do your characters want to
become the heroes of legend, men and women who
Once I realised exactly what the book wanted to help and hinder the gods in equal measure? Do they
become I restructured the contents. The complicated want to set aside the limits of mortal power for the
game of Immortal Politics went by the wayside, infinite reaches of divinity? Do they want to cheat
perhaps to appear in a later supplement. Its page count death forever or accept it as part of the price they pay
went to enhance the character-focused aspects of the for the freedom to do as they wish?
game, specifically the tap and covenant descriptions
as well as adding additional gifts for players to muck Whatever your characters choose, we hope it makes
around with. for a great game. That, after all, is what we set out
to write.
This restructuring affected more than just the
proportion of the contents. For example, the original Good luck and good gaming!
draft of the rules for numen looked a great deal like
an enhanced version of the summon monster spells. Shannon
Over time they evolved into an entirely new kind of
255
LICENSE
Open Game License
contributing original material as Open Game Content,
THIS LICENSE IS APPROVED FOR GENERAL USE. You represent that Your Contributions are Your original
PERMISSION TO DISTRIBUTE THIS LICENSE IS creation and/or You have sufficient rights to grant the
MADE BY WIZARDS OF THE COAST! rights conveyed by this License.
OPEN GAME LICENSE Version 1.0a 6.Notice of License Copyright: You must update the
The following text is the property of Wizards of the Coast, COPYRIGHT NOTICE portion of this License to include
Inc. and is Copyright 2000 Wizards of the Coast, Inc the exact text of the COPYRIGHT NOTICE of any Open
(‘Wizards’). All Rights Reserved. Game Content You are copying, modifying or distributing,
and You must add the title, the copyright date, and the
1. Definitions: (a)’Contributors’ means the copyright and/ copyright holder’s name to the COPYRIGHT NOTICE of
or trademark owners who have contributed Open Game any original Open Game Content you Distribute.
Content; (b)’Derivative Material’ means copyrighted
material including derivative works and translations 7. Use of Product Identity: You agree not to Use any
(including into other computer languages), potation, Product Identity, including as an indication as to
modification, correction, addition, extension, upgrade, compatibility, except as expressly licensed in another,
improvement, compilation, abridgement or other form independent Agreement with the owner of each element
in which an existing work may be recast, transformed of that Product Identity. You agree not to indicate
or adapted; (c) ‘Distribute’ means to reproduce, license, compatibility or co-adaptability with any Trademark
rent, lease, sell, broadcast, publicly display, transmit or or Registered Trademark in conjunction with a work
otherwise distribute; (d)’Open Game Content’ means the containing Open Game Content except as expressly
game mechanic and includes the methods, procedures, licensed in another, independent Agreement with the
processes and routines to the extent such content does not owner of such Trademark or Registered Trademark. The
embody the Product Identity and is an enhancement over use of any Product Identity in Open Game Content does
the prior art and any additional content clearly identified not constitute a challenge to the ownership of that Product
as Open Game Content by the Contributor, and means Identity. The owner of any Product Identity used in Open
any work covered by this License, including translations Game Content shall retain all rights, title and interest in
and derivative works under copyright law but specifically and to that Product Identity.
excludes Product Identity. (e) ‘Product Identity’ means
product and product line names, logos and identifying 8. Identification: If you distribute Open Game Content You
marks including trade dress; artifacts; creatures characters; must clearly indicate which portions of the work that you
stories, storylines, plots, thematic elements, dialogue, are distributing are Open Game Content.
incidents, language, artwork, symbols, designs, depictions,
likenesses, formats, poses, concepts, themes and graphic, 9. Updating the License: Wizards or its designated Agents
photographic and other visual or audio representations; may publish updated versions of this License. You may use
names and descriptions of characters, spells, any authorized version of this License to copy, modify and
enchantments, personalities, teams, personas, likenesses distribute any Open Game Content originally distributed
and special abilities; places, locations, environments, under any version of this License.
creatures, equipment, magical or supernatural abilities or
effects, logos, symbols, or graphic designs; and any other 10 Copy of this License: You MUST include a copy of this
trademark or registered trademark clearly identified as License with every copy of the Open Game Content You
Product identity by the owner of the Product Identity, and Distribute.
which specifically excludes the Open Game Content; (f)
‘Trademark’ means the logos, names, mark, sign, motto, 11. Use of Contributor Credits: You may not market or
designs that are used by a Contributor to identify itself or advertise the Open Game Content using the name of any
its products or the associated products contributed to the Contributor unless You have written permission from the
Open Game License by the Contributor (g) ‘Use’, ‘Used’ Contributor to do so.
or ‘Using’ means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative Material 12 Inability to Comply: If it is impossible for You to
of Open Game Content. (h) ‘You’ or ‘Your’ means the comply with any of the terms of this License with respect
licensee in terms of this agreement. to some or all of the Open Game Content due to statute,
judicial order, or governmental regulation then You may
2. The License: This License applies to any Open Game not Use any Open Game Material so affected.
Content that contains a notice indicating that the Open
Game Content may only be Used under and in terms of 13 Termination: This License will terminate automatically
this License. You must affix such a notice to any Open if You fail to comply with all terms herein and fail to cure
Game Content that you Use. No terms may be added to such breach within 30 days of becoming aware of the
or subtracted from this License except as described by breach. All sublicenses shall survive the termination of this
the License itself. No other terms or conditions may be License.
applied to any Open Game Content distributed using this 14 Reformation: If any provision of this License is held to
License. be unenforceable, such provision shall be reformed only to
the extent necessary to make it enforceable.
3.Offer and Acceptance: By Using the Open Game
Content You indicate Your acceptance of the terms of this 15 COPYRIGHT NOTICE
License. Open Game License v 1.0a Copyright 2000, Wizards of
the Coast, Inc.
4. Grant and Consideration: In consideration for agreeing System Reference Document Copyright 2000-2004,
to use this License, the Contributors grant You a perpetual, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
worldwide, royalty-free, non-exclusive license with Cook, Skip Williams, Rich baker, Andy Collins, David
the exact terms of this License to Use, the Open Game noonan, Rich Redman, Bruce R. Cordell, based on original
Content. material by E. Gary Gygax and Dave Arneson.
5.Representation of Authority to Contribute: If You are Open game content from The Book of Immortals copyright
2004, Mongoose Publishing.
256